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hogarth's page
5,224 posts (6,335 including aliases). No reviews. Aliases: Finn, Guligak, Sarastal, Ralf Pennywhistle, Strangler McGee, Zilroy Specterbane, Lucky Hans, Gornak Elf-Toes, Wolf-Sark, The Spirit of 4th Edition, Abel-R-CHR, Mother Vangelis, Treetall Catfancy.
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hogarth:
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A Man In Black wrote:
But it's doubly so in PF, because spellcasting classes received buffs in exchange for spell nerfs. New class abilities, a skill point back, +1 or +2 HP per level, etc.
Introducing a bunch of new, non-core spells is doubly problematic because of one or two skill points and one or two hit points per level, and some level 1 and 8 abilities? I'm afraid I don't share your sense of proportion. :-)
At any rate, whether it's 1.01x worse or 2x worse, it's still basically the same issue that 3.5 had, and DMs will treat it the same way, I'm sure.
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Soulkeeper wrote:
Old 3.5 player, went to 4.0.
I personally love it, but over the last year my kids (players) have asked for the old game.
I won't go back to 3.5 but when I did play, we played Paizo modules. So, Pathfinder....
What do I need to look at to start giving it a run?
Thanks,
Frank
You would need the Core rulebook and the Bestiary (if you're the DM).
All of the crunchy rules bits are available here at paizo.com/prd if you want to take a look before buying anything.
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thurifer13 wrote:
I haven't read all the way through this thread, but it is an issue that I was just struggling with. And having just bought the Bestiary made the issue even more obvious. How? Let's take a balor as an example...
CMB +33
CMD 54
Anyone else see the problem?
It is almost impossible for a balor to grapple another balor!!!! Surely it should be a fairly even contest, requiring perhaps a 12 or better to grapple something else exactly like yourself?
Not necessarily. A balor is incredibly agile, with a force field around itself; it makes a certain amount of sense to say that it can easily avoid a grapple.
Likewise, for a weak but highly agile creature, it makes sense that grappling might be an exercise in futility.
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A Man In Black wrote:
hogarth wrote:
Again, I think you're underestimating the effective +7 bonus (+5 for continuing to grapple, -2 to opponent's Dex) compared to the -4 penalty.
Try and kill a level-appropriate foe with a one-handed attack, one attack per round. Never mind the -4, it's the bad weapon, lack of 2h mojo, and lack of multiple attacks.
Wait -- I thought you were comparing this to 3.5 grapple, namely: "It used to be grapplers grabbed you and then shanked you to death. Now, not so much." In 3.5, you still had a bad weapon (worse, in fact, because you couldn't use a 1-handed weapon) and lack of 2h mojo. The loss of multiple attacks is a bit disappointing, but if you have Greater Grapple you wouldn't really notice the difference (between PFRPG and 3.5) until level 11 at least (and those attacks at -10 aren't really that effective at any rate).
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Gorbacz wrote:
You can always hold the rope with your teeth :)
The idea had occurred to me. :-)
A Man In Black wrote:
Also, the -4 penalty for having something in your other hand means that you'll never, ever kill anything in a grapple without a natural attack. (You're not going to do it as a monk because your CMB sucks.) It used to be grapplers grabbed you and then shanked you to death. Now, not so much.
Again, I think you're underestimating the effective +7 bonus (+5 for continuing to grapple, -2 to opponent's Dex) compared to the -4 penalty. You can always use armor spikes or a spiked gauntlet if you really want to avoid the penalty.
A Man In Black wrote:
What fun is it to say, "Okay, I spend my turn sitting on this guy"?
Not very, which is why it's useful to have a rope or a chain handy, just in case.
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A Man In Black wrote:
hogarth wrote:
I'm playing a grappler now, at level 1. The important maneuver to remember is "Tie Up". Once the initial grapple has succeeded, it's basically all over for the enemy in two more rounds (one round to pin and one round for tying up); the +5 bonus to CMB in succeeding rounds (not to mention the -2 penalty to CMD for the "grappled" penalty to Dex) makes it quite difficult to escape.
I imagine you need to hold that rope in a hand. That's a -4 to the check.
I asked a question about that a long time ago, but no one had an opinion. Even so, that's a net +3 bonus for the grappler instead of +7; maybe you could even avoid that if you had Quick Draw?
An even better criticism is: "I want to play a wrestler, not a hog-tier."
A Man In Black wrote:
All the niggling BS modifiers sort of ruin the simplicity of the one-roll system, as well.
Sure; that's really a criticism of the d20 system in general (motto: "Stacking niggling BS modifiers is our specialty!").
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A Man In Black wrote:
I can't imagine why you'd want to specialize in grappling, either, to be honest. Anything that's scary in melee (most enemies) will just eat your face, barely inconvenienced. Spellcasters, setting aside the ones who who teleport or are made out of flame or whatever, get Dimension Door and Freedom of Movement at about the same CR-appropriate level as Greater Grapple falling into PCs' hands.
So few things are actually worth grabbing.
I'm playing a grappler now, at level 1. The important maneuver to remember is "Tie Up". Once the initial grapple has succeeded, it's basically all over for the enemy in two more rounds (one round to pin and one round for tying up); the +5 bonus to CMB in succeeding rounds (not to mention the -2 penalty to CMD for the "grappled" penalty to Dex) makes it quite difficult to escape. Once the character gets Greater Grapple, that can be reduced from 3 rounds to 2, or even 1 in theory (you can try to tie up a foe without pinning them first, but it's less effective).
You are correct that at higher levels there are whole categories of enemies that it's useless to grapple, of course (demons, devils, a well-prepared spellcaster, really huge creatures). If the game gets that far, maybe I'll give up.
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TriOmegaZero wrote:
Since this thread got rezzed, I'll take a moment to add to it. My issue with CMD is mostly grapple, the same as most people. Grapple with big monsters has been 'ha ha, no more turns for you!' It seriously irritated me as a DM when I grappled a PC and he literally had nothing to do but hope the monster rolled low and he rolled high. The problem is, there is no opposed roll in PF, so now instead of hoping for luck, that PC is out of the fight permanently. And that is no fun for me. I'll give up on the 'CMs for PCs' fight, but not this one.
If by "out of the fight" you mean "mildly discomfited", then sure. Seriously, the PFRPG "grappled" condition is much less serious than the 3.5 version (e.g. you can still fight with weapons, cast spells, etc.). Also, don't forget that maneuvers always succeed on a 20 and always fail on a 1, so that element of luck is still there; in some cases you're better off than in 3.5, since the chance to escape could easily drop below 5%. (EDIT: somewhat ninja'ed by A Man in Black)
My two cents from my experience so far: combat maneuvers are easy to perform if you stack on a lot of bonuses (whether from BAB, Str, feats, enhancement bonuses to a weapon, flanking, whatever), and are hard to do if you don't. In that sense they're not much different from the 3.5 version (except size was the big bonus to try for in 3.5). That's both an advantage (yay! I get to use my specialty with almost guaranteed success!) and a disadvantage (boo! The bad guys gets to use his specialty with almost guaranteed success...) to the system.
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Denim N Leather wrote:
Further on this, now that I've had a moment to think about it:
Let's say there are 3 players and we are in combat with an NPC. The initiative order is:
Player A
Me
Player B
NPC
Player C
If I choose to hold my action until Player A is up, can I 'stack' my initiative and effectively go twice, or as near to twice as possible?
No, because when you ready an action, you reset your initiative to whenever you end up acting. Since your place in the initiative order changes, you don't get to go again right away.
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Louis IX wrote:
LazarX wrote:
They are enhancement bonuses to armor. Your +2 leather armor is giving you a +4 armor bonus. and you lose that in wildshape.
So... that's an enhancement bonus to an armor bonus to AC. A bonus to a bonus? How are stacking rules for bonuses to bonuses? My head hurts already...
The spell Barkskin (for example) works the same way:
"Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus."
Clunky, but true.
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Currently, I'm seeing a couple of ways:
1) The typical "divide up the magic items, sell the rest, split the gold equally". If there's a common purchase, we'd all chip in, presumably.
2) Assign a value to every magic item (based on what it's worth to sell, not what it's worth to buy), and make sure that each person gets a treasure parcel of equal value (e.g. Joe chooses a +2 sword for his share, Bob chooses a Belt of Giant Strength +2 and 2000 gp for his share, and Alice chooses 4000 gp for her share). Again, group purchases come from folks chipping in when needed.
I like #2 a little better than #1 (you avoid the complaints about "why do we never find anything I want?", and it gives you an incentive to sell magic items of limited use rather than just giving them to Joe), but they're both fair, IMO.
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Louis IX wrote:
hogarth wrote:
(...) a monk flurrying using a 2-handed weapon (like a quarterstaff) might be able to get away with using the -1/+3 (...)
The quarterstaff is the only 2-handed weapon available for a FoB. The rule for FoB (as read from the online PRD) say that flurrying is like using the Two-Weapon Fighting feat. If you use your quarterstaff two-handed, you can't use all attacks from a Flurry. If you use it like a two-headed weapon, you can flurry with either head, but your Power Attack only gives you -1/+2.
Well, there is a feat in the Eberron Campaign Setting that allows you to flurry with a longspear. But at any rate, the rules make it clear that you can flurry with a weapon wielded in both hands:
"A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands."
I agree that the intent is probably for a monk to get no benefit (Str bonus, Power Attack or otherwise) from wielding a weapon in two hands.
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A Man In Black wrote:
I am fully with KaeYoss on this point (which kinda scares me). Why is the martial arts class not even in the same ballpark as fighters or barbarians for tripping or wrestling with people? It makes no sense to me at all.
Isn't it obvious? The monk's role isn't being the best tripper or grappler. Or being the best melee damage dealer. Or being the best at surviving melee attacks. Or being the best skill-monkey. Or being as good at moving around as a wizard.
Uh...what was I talking about again?
Oh, right. The monk's role is threefold:
- Run Really Fast.
- Fall Slowly.
- Have Good Saves.
(I'm kidding....I hope.)
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Round 4:
18: Bron seems to get a good hit in at the azer with his hammer, but the flame-dwarf's steel-hard skin repels the blow.
17a: The azer's counterattack is relatively feeble and is easily blocked by Bron's weapon.
17b: The fire monster strikes Bron a glancing blow, but it is enough to knock him out (2 dmg, Bron is at -1, but he made the reflex save and is not on fire).
16: Myv...
Daegan makes a note of the town guardsman's outfit, but it doesn't seem particularly notable. The boy was wearing a peasant smock, similar to those worn by the other two orphans. He...
Stone...
Gaejan...
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