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Well, since gauntlets are weapons, i see why you cannot cast arcane spells while using it: you must have free hands for gesturing (at least one, as far as i know). But, to be honest, i disagree with the concept of gesturing = tap-dancing/ballet-dancing/foxtroting while drawing the Sistine chapel in the air.
Maezer wrote:
Actually, no, i'm not kidding. But it would make much more sense if you apply check penalty to Concentration checks while not proficient with armor. And about the items you mentioned, considering the WBL chart, at which level you would really get one of those? Anyway, why would you even bother about taking any of those items, since you, as a full arcane caster with d6 as HD and BAB equal to half level, will just be quite worthless in the frontline? I can see your concern, but let's face it, armor proficiency is far from an optimal choice for full arcane casters (with the possible exception of Light Armor Proficiency).
I wonder if it's still a needed rule for game balance, since now there are arcane casters (not full casters, true) that actually can wear armor and cast spells. IMHO, feats and class-granted armor proficiency are enough for balance. Honestly, even taking into consideration the extra feats received in PF, with d6 as HD and BAB equal to half your level, which full arcane caster would consider taking armor proficiency, since there are many options of feats for your strong point (spells)?
I came up with some suggestions that can raise the rogue's effectiveness: Skillful (Ex): Starting at 2nd level, the rogue can select one skill to add ½ class level as an inherent bonus to all checks related to the chosen skill. For every 2 levels after the 2nd, he can select one additional skill to add this bonus. Improved Finesse (Ex): Starting at 2nd level, when using weapons affected by the Weapon Finesse feat which he is proficient, a rogue adds ½ class level (rounded down) to weapon damage (if using Two-Weapon Fighting, the rogue adds ½ level to damage of primary weapon, and ¼ level to secondary weapon – the Double Slice feat raise the bonus to secondary weapon’s damage to ½ rogue level). Additionally, i think it's a really good idea to grant full BAB to the rogue when sneak attacking. Comments?
up to 30 foot fly, burrow, climb speed or up to 50' swim speed Ok, my mistake, you did mention flying speed(I think i misread this. XD). Nonetheless, that's easily corrigible, IMO. Perhaps, just burrow, climb, and swim at half base speed would do fine.One solid point of VoodooMike's guide is about the stats, which are way more flexible, customizable, and balanced than in ARG. About the language stuff: yeah, i agree! IMO, standard array should cost 0 points (since is standard, chrissakes...), linguist array sould cost 1, and xenophobic array should cost -1.
VoodooMike said wrote: I don't think the original guide makes it clear at all - I think I just listed it as a 4 point trait. I recall you listed climbing and swimming speeds in your guidelines, with no flying speed. I don't think either of them (climb/swim) are game-breaking. VoodooMike said wrote: Less of an advantage without reach, yes, though it only costs 1 extra point to get that reach. You still potentially break first level content by being an abnormal size, and you'd still be giving all your weapons a dice upgrade even without reach. I also recall that, back in 3.5 Ed., there were two categories of Large-size creatures: Tall (i.e., giants and similar), and Long (centaurs fitting into this second one). Large(long) creatures didn't have extended reach, nor used bigger weapons than medium-sized humanoids. Maybe this difference is what the ARG is missing. Additionally, in the present format of Large (Tall), you're trading damage for AC (+2 STR, +1 CMB/CMD, average 1-2 damage due to weapon dice increase, for -2 Dex, -1 BAB, additional -1 AC, and -4 to Stealth checks); you hit harder, but you're hit more often as well. VoodooMike said wrote: I'm not sure I'm a big believer in "Level Adjustment" anymore, frankly. Some things can't be compensated for by LA - they're things that just shouldn't exist until the party level is at a certain average level. Maybe there are some discordant voices about LA, but my perception is that the majority of people here seems to agree with you (myself included). VoodooMike said wrote: As I said, my objection is to certain abilities at level one, not to the idea that a character may one day possess those abilities. I agree that these abilities you mention may fit better as racial feats, with level requirements. The complete Large(tall)/extended reach package comes to mind.
VoodooMike said wrote: (I should mention that I failed on a few points!) Ok, self-criticism is always welcome, but i fail to see where your guidelines fail. I've made intensive use of them, and they work quite well, at least for me. VoodooMike said wrote: Flight (this is a place where my guide, at least in its original posted format, fails as well) is also a content-breaker at first level. Mate, i think the conclusion should be the opposite. Flight IS a game-breaker at 1st level, and your guide is crystal-clear about it. The ARG circumvents this by restricting it to "advanced" races, although it's not clear what advanced race really means. Is interesting to point out that reach is restricted to advanced races as well. About the Large-size-without-reach subject, maybe its intetions is allowing centaur-like races, but in its present format, the rules fail on it as well. Although, without the 10-ft. reach, Large (tall) size doesn't seem to be as great as an advantage.VoodooMike said wrote: A size large humanoid race typically has a 10 foot reach (ARG just arbitrarily ignores this, making you pay extra points for the reach that pretty much all the size large humanoid-shaped creatures have inherently) which is a nutty benefit at level 1. Your oppinion is that the developers "squeezed" the rules in order to allow Large size for LA 0 races, is that correct?
Have you guys tried to make a new race using both systems? I actually did, and came up with quite equivalent results, but with some different traits. Additionally, i'm really curious to know what is VoodoMike's opinion about the ARG. I guess he's quite disgusted for the allowance of Large-size player races... =)
Oh, boy! I was wondering when someone would come up with this comparison... I can say i tried both systems when creating races, and, surprisingly, they ended up with quite close results. That's important to point out that VoodooMike considers any size bigger than Medium to be completely off for playable races, while the ARG takes this option into consideration.
While the best option (according to Treantmonk) for wizards is focus on battlefield control, i guess the best option for sorcerers may be debuffing (along with blasting, i suppose)... Consider, as an example, applying Persistent Spell to Blindness ... Now, i think would be nice if the sorcerer could "re-learn" one (or more) of his/her spells to permanently apply a metamagic effect (even adjusting spell level), but at a standard casting time... Perhaps a feat (called Evolved Power) that allows this option for a number of spells equal to your Cha modifier... EDIT: BTW, Treantmonk... Have you considered doing a Treantmonk's Guide to Sorcerers?
Laurefindel wrote: Have abandoned this idea. Maybe there's no need to abandon the idea... Consider granting the -1 attack/+2 AC bonus exchange when: a) you're wearing a shield, or;b) you're wearing light armor or no armor and a one-handed weapon in one hand. About the first situation, it would be arguable if the Two-Weapon Defense feat qualifies for the improved benefit. Maybe it should, since two-weapon fighting is now a quite poor option of combat style.
*waves white flag to mrofmist* Ok, i can state that VoodooMike's guide is REALLY useful, and quite accurate. Just giving you an example, my group and i playtested a kind of playable giant race, based on the half-ogre race of Savage Species (less strong, less natural armor, but less stupid as well). Man, that was so broken... lol I just wonder how VoodooMike managed to do his guide. But that's not the subject in this thread. If i'm not wrong, the goal here is to discuss options to turn the halfling into a more balanced race, since it's somewhat underpowered when compared with other races.
Ok, i may be a little radical, but there are my thoughts about a spell like this: » change the save required to Fort;
Please, don't get me wrong, i actually like the spell's concept. But personally i would put less emphasis in damage.
Well, back in D&D 3.0, mithral (i don't know why not just saying mithril) weapons were considered one size category lower: so, a mithral (or mithril) longsword was considered a light weapon. But that was removed in D&D 3.5; maybe because it has caused some issues in game balance. After all, which fighter wouldn't be tempted to swing a mithral (or mithril) greatsword as if handling a bastard sword?
Ok, after some thoughts about the concept, that's what i brought: Firbolg Firbolg Racial Traits
Giant: Firbolgs are humanoids with the giant subtype. Medium: Firbolgs are medium-size creatures and have no bonuses or penalties due to their size (but see mighty physique below).
Low-light Vision (Ex): Firbolgs can see twice as far as humans in conditions of dim light. Mighty Physique: Firbolgs add a +1 racial bonus on all Combat Maneuver Defenses, due to their powerful bodies. However, outfits and armor costs increase by 50%. Resounding Voice: due to their clear and resonating voices, Firbolgs receive a +2 racial bonus to any two of the following skills (chosen at character's creation): Diplomacy, Intimidation, Perform (Oratory) and Perform (Singing). I came with this last trait after realizing the firbolg was given a too narrow approach, and, despite the Cha penalty, that's a race that definitely would have bards. I hope the possibility to choose which skills get the racial bonuses it's not unbalancing.
VoodooMike wrote: Ricardo - unlike a straight +5 foot bonus to movement, squirmy gives them, effectively, a method for taking an additional 5-foot step/adjustment per round... that's a 5-foot movement that does not provoke attacks of opportunity. I see... Hmmmm, actually, i can see halflings tumbling around their opponents, it's quite appropriate for them, i guess...
VoodooMike wrote:
Thanks for your evaluation, VoodooMike. About the extra equipment cost, my concern is that, without the -1 AC, it would be total fluff, but i estimated it's value as -1 point. Based on your analysis, the trait i really underrated is the Endure Elements effect (as a matter of fact, i priced it as a 1-point ability). It seems i still have some work to do... lol
Essentially, you're turning 3 feats int one that scales with BAB, right? That seems nice, and as long as i can see, most people in the forums (and i include myself among them) agree with your approach (feats that scale with levels). IMHO, that's the tendency (or at least should be) when designing feats.
VoodooMike, i would appreciate your thoughts about a race i'm adapting/altering/etc... It's the firbolg, adjusted to be a LA 0 race (i.e, playable at first level). I've made extensive use of your guide for this, and i hope i achieve my intent. firbolg
+4 Strength, -2 Dexterity, +2 Wisdom, -2 Charisma: Firbolgs are physically mighty and perceptive, but are less coordinate and socially clumsy, specially when dealing with other sentient races. Giant: Firbolgs are humanoids with the giant subtype. Medium: Firbolgs are medium-size creatures and have no bonuses or penalties due to their size (but see mighty physique below). Speed: Firbolgs have a base speed of 30 feet. Low-light Vision (Ex): Firbolgs can see twice as far as humans in conditions of dim light. Mighty Physique: Firbolgs add a +1 racial bonus on all Combat Maneuver Defenses, and an additional +1 to grapple, due to their powerful bodies. However, outfits and armor costs increase by 50%, otherwise armor bonus to AC is reduced by -1 (minimum 0). Practiced Healer: Firbolgs receive +2 racial bonus to all Heal checks. Wilderness Blessing (Su): Firbolgs are permanently under an endure elements (self only) effect. I intended to "create" a race of shy, kind humanoid, with a taste of true giants. I anxiously await your comments. =)
I think it would be nice if the sorcerer could "re-learn" spells modified by metamagic feats, with the proper spell level adjustment and adapting the spell's DC to the new level. This would help sorcs to have an even more unique repertoire. Maybe limiting to one metamagic effect can prevent it to become overpowered.
Benicio Del Espada wrote:
Yes, i agree it's a viable option (with the plus for the bonded object becoming attractive, although still risky)
Karuth wrote:
When you say spell casting, you mean spells he can cast per day, right? In that, i totally agree with you. That should remain the benefit for school specialization. But an actual increase in spells he/she/it KNOWS (not increasing the spells he/she/it can cast) would increase his versaltility, allowing for a good use of Scribe Scroll feat. It doesn't seems to me that expanding only the number of spells he/she/it knows is game-breaking. Maybe i'm just too attached with this concept... lol I'm not sure if counterspelling is a fine option in the battlefield, IMHO. It recquires a readied action, and you must pay attention to your target, and so on... I thinks it's more worthy prevent your opponents from casting spells, via battlefield control, but again, this is subject to another thread, i think... But i see that is quite common sense that generalists need a third ability, as you pointed out, Karuth.
My perception is that, while metamagic feats are a nice concept, they actually don't work really well with the Vancian magic system. It works really fine with spell points system, though, as it can be atested if you play D&D Online. As i see, the suggestions here is actually moving metamagic from feats to become an integral part of Magic chapter, is that it? Oh, just my thought about Dodge: i'm not sure if would become free, but maybe it would get a little oomph, something like increasing dodge bonus to +2 once you reach 10th level, and to +3 at 20th level.
Cheapy wrote:
Do you mean this? "20th Mastery of All Schools (Su): All of your spell DCs increase by +2 and you gain a +4 insight bonus on caster level checks made to overcome spell resistance." Ouch! Ok, this would be really nice to have, but all specializations have lost the capstone ability at 20th level (although i think it would be fine if they remained, but that's a subject for another thread, maybe - "What things in BETA ed. you wished to be kept in PF Final Ed."...). @Lathiira
@Helaman
I'm really trying to figure out what could be done to enhance the generalist a little bit, to grant him/her more flavour, without breaking it. So far, i still think the best option is increasing his/her repertoire of spells earned through level advancement. Nonetheless, i'm really appreciating your feedback, folks. Thank you very much!
Drat, i forgot about the 2 spell slots penalty. I see your point, and i'm really inclined to agree. My thought was about giving the universalist a bumping in versatility, but it seems that they already got plenty of it. But your idea about the Arcane Focus is really nice, since the bonded object would turn into a really consistent choice, although still risky.
Ok, as Treantmonk atested in his Guide to Wizards (really nice work, btw), there is little reason to be a universalist wizard. As a matter of fact, there's a lot of reasons to not being an universalist. Well, i think one way to amend this would be granting more spells per level, since that's the whole point about not specializing in any school of magic. Instead of the flat 2 new spells per level, maybe the character could get Int modifier spells per level, starting at level 2. What do you think, folks? Well, that's my first post, so i apologize for any grammatical slides.
There wasanother thread where this subject was discussed, with the suggestion of using half BAB as a Defense bonus. I just can't seem to find this thread anymore. Anyway, IMO, this could work really fine with the Unearthed Arcana alternative rul for armor (spliting AC bonus into AC and damage reduction). I've actually found the thread [url=http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/houseRules/variousHouseRuleIdeasCommentsWelcome&page=1#7]
I think the AC bonus from 1/2 BAB works fine with the alternate rule for armor from Unearthed Arcana (where armor is splitted, granting both AC and DR), although it can increase the amount of information to track. Anyway, i like the concept that it can bring, where characters don't depend so heavily on equipment to protect themselves, but depending more on their combat training and experience.
Actually, as far as i can see, you can apply only one metamagic effect when using Metamagic Mastery (from 8th-level Universalist Wizard) or a similar ability, like those granted by the sorcerer's Arcane bloodline. When you really prepare a spell (or cast the spell spontaneously) modified by metamagic, you can apply as many metamagic as you're able and willing to (considering all the limitations of max spell level and so forth). And for the description of Heighten spell, i understand that you treat the spell as a cast/prepared spell of the effective spell level in all aspects, but the feat doesn't enhance your character's caster level. But now i can see that, if you want to choose between Heighten or Persistent, the last is way more effective.
Well, i see that 3.x Edition made spellcasting far easier (a lot, actually) than previous editions. For me, honestly, i don't want to come back on those days of AD&D 2nd Edition, when playing a wizard from 1st level was quite frustrating, to say the least. But i see the point of those who state that spellcasters can easily outshine meleers in later levels. Maybe an alternative rule can appeal those who think that spellcasting is still too easy. Instead of treating concentration checks as caster level checks, you can treat spellcasting as a Will saving throw, subject to the standard DC's presented in PF Core Rulebook. Well, just an idea.
Maybe i'm being quite obvious, but the choice depends heavily on the character's build. I think both feats would be really nice for, let's say, an enchanter (specialist wizard), who relies mostly on spells that allow saving throws (charm and compulsion effects), or an illusionist. Anyway, IMO, Heighten Spell is a "must have" for any spellcaster who focuses on metamagic (wich means picking up two or more metamagic feats and applying them frequently), since your already changing the spells' levels on a regular basis.
I think Beast Shape 1 to be kind of "underpowered"... The way it works, it's not worht even transcribing it. One of the possible uses of BSh 1 is taking an aquatic form, which is, quite often, handy. But Alter Self (which is a 2nd level spell) can do the same, and still allowing spellcasting, as you assume a humanoid shape. My suggestion is to increase the ability bonus granted by this spell chain (Beast Shape I, II, and III) by +2, as most of Medium-sized animals are quite strong, and small animals are quite nimble.
Well, perhaps you could use something like using the racial adjustment to the class' key ability to CR derived from class levels. As example, a race of giant that grants STR +8 would add this value to CR of fighter class levels, considering that Strength is a key ability to fighters... Just an idea.. |
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