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I think having multiple attacks based on BAB is both technically reasonable, and satisfying to players. For me, it just "makes sense" that someone with a high bab (a very skilled combatant) should be able to make additional attacks. Now, some might argue in favor of just rolling that into extra damage on one attack, but for me personally, that's just a BIT too abstract and 4E-ish. I don't like going to that level of abstract, even if it DOES make sense and might speed play. I personally am willing to sacrifice some speed of play in favor of maintaining some level of connection to reality. With all of that said, I am really in favor of some rethinking of combat and attacks etc, but feel that this might be too "low-level" of a change to merit being included in the final rules. Jason already has a metric butt-load of stuff to do and test and making such fundamental changes may be too drastic at this stage. I know I would rather have a high quality product in my hands in August as opposed to something rushed out and perhaps requiring tons of errata right out of the gate. Snorter wrote:
Personally i agree but all of my players would say it was too complicated. One of the main complaints I have with the existing Leadership rules is that it allows one player to have a larger share of game time than other players (by effectively giving him more actions in combat). I decided to basically gut the existing Leadership feat and replace it with the following. Everyone is free to take it as-is or let me know how whacked it is :) Leadership in my campaign ties into the concept of Action Points. I'll explain both below. Action Points
Spoiler:
Action Points allow a character to perform various special actions or take extra actions. Action points are a reward for excellent roleplaying, daring maneuvers, and accomplishing major quests or personal goals. Each action point can be exchanged:
No more than one point can be used by one PC per round (unless given an Action Point by a character with the Leadership feat). Leadership
Characters with the Leadership Feat may give action points to his allies. Action points received in this way may be spent in addition to a characters own action points, immediately. For example, if a player uses one of his own action points to gain an additional Move action, he could then also spend a second action point given to him by a character with the Leadership feat in the same round. A character can only receive one action point from a leader per round. Earning Action Points
Action points may be given when characters do something particularly daring, exciting, creative, or helpful. Action points are given when characters accomplish personal quests (I have special rules for mini quests, extended quests, long term quests, and epic quests also) or story goals. Action Points for NPC's and Monsters
Leadership Feats
Spoiler:
Leadership 1 [General]
* You and your allies (including advanced but not basic followers) gain a +1 morale bonus to initiative rolls.
Leadership 2 [General]
* You and your allies (including advanced but not basic followers) gain a +1 morale bonus to attack rolls.
1. You attract a number of basic followers (see below) equal to (1 x your level) plus your charisma modifier. Leadership 3 [General]
* You and your allies (including advanced but not basic followers) gain a +1 morale bonus to damage rolls. This benefit is in effect at all times.
1. You attract additional basic followers. You gain a number of basic followers equal to (2 x your level) plus your charisma modifier.
Leadership 4 [General]
* You and your allies (not basic or advanced followers) gain a +1 morale bonus to armor class. This benefit is in effect at all times, except if you are flat-footed or otherwise denied your dexterity bonus.
1. You attract additional basic followers. You gain a number of basic followers equal to (3 x your level) plus your charisma modifier.
Basic Followers
Basic followers require 1sp per week each, unless you are providing their food, shelter, and basic necessities already. Advanced Followers
Advanced followers require 1gp per week each. Henchmen
Henchmen advance at the same rate of the PC leader, gaining a level each time the PC does. The player will not necessarily know the class, level, hit points, or any real mechanical traits of the henchman. A henchman's loyalty, while not 100% dependent upon his pay or shares of treasure etc, can be negatively swayed if he feels he is being taken advantage of or improperly equipped. It is in the PC leaders best interests to make sure his henchmen are fairly equipped and provided for. Only the henchman (ie DM) will be able to determine the henchman's perspective on his treatment. Thoughts? Yesterday I posted that I had changed Flanked into a Condition and today I will mention that I also changed Readied into a Condition. This one will probably be more controversial (and potentially broken) but I wanted to get others opinions on it. The reason I did this was one of my players was continually bothered by the delay in each combat round when one player or another would take time to carefully enunciate the terms of his readied action, causing a noticeable delay in the action while he thought about what might happen and what he would do in that case. The player who proposed this idea to me did it purely in the interest of speeding up combat rounds. With all of that said, here is the house rule I implemented (but have yet to really see happen in play much): Spoiler:
Condition - Readied
A player may state that he is “readying himself”. This applies the “Readied” condition to his character. Readied: The character or creature chooses to take no action at the time of his initiative and instead waits for a time later in a round to act. If he wishes to interrupt the actions of another creature or character he must make a Perception check opposed by a Dexterity check by the character or creatures he wishes to interrupt. If the readied character or creature wins then he may interrupt the other character or creature. If the opponent wins then he finishes his action before the readied character can act. In any event, the readied character or creature may only use a single standard, move, or free action when he decides to act. In comparison, choosing to delay allows a character or creature to use all of his actions normally, but at a later point in the round. He is not able to interrupt other actions when delaying. Thoughts? Mosaic wrote: The idea of cumulative bonuses is appealing, but might me too much. +2 to hit for the first two, +3 if there are 3, +4 if there are 4, etc.; could go as high as +8 (or +16 if there were folks with reach weapons in the second row). But, heck, if it's you vs. 8 people, them having a +8 chance of hitting you seems about right. I agree, cumulative bonuses has a certain appeal, but perhaps it would be better as a talent for rogues or certain monster races, and leave flanking as it is for all others. You could make a Rogue talent that says "Gang Tactics: Whenever you attack a target that has the flanked condition, you gain an additional +1 to attack for every other attacker." Sure the wording would have to be cleaned up but you see what I mean. You could also grant certain races (like kobolds or goblins) a special racial feature with the same name and same mechanics, making the little dudes more intimidating. I dunno, just a thought. cliff wrote: Assuming the -2AC method though, and nothing more, how does your new Flanking idea fit with Rogues using Sneak Attack? Maybe Rogues then get a base Sneak Attack die amount (2d6 at first lvl) plus an additional +1 damage for each additional combatant. This gives the impression that Rogues will like to wait until the best opportunity to strike, maximizing the surround bonus. If the target has the Flanked condition he is subject to any rule that normally applies to anyone who is flanked normally. I agree that this:
Majuba wrote:
should also be problematic for the defender, and in all reality, the flanked "condition" should really take effect in that situation as well. I just stuck with it requiring opposite attackers for some link to the existing rules and trying not to make it TOO easy to flank/be flanked etc. In my campaign I changed Flanked to a condition that one gets if one has at least two opponents that threaten him, who are opposite each other. The flanked condition gives a -2 ac penalty. The reason I did this is because I found it odd that if two enemies are opposite each other, each of them gains a bonus to strike the enemy, but if someone else joins in the fray, they do not get a similar bonus unless they too have someone opposite them. My reasoning is that once someone has at least two enemies threatening him from opposite sides, he should be just as screwed vs. whomever else joins in the fray. Just an idea that has worked ok in my games. Pendagast wrote: you know the more I think about this, the less I like the idea about mages and rogues getting a hit die bump. That was the first thing I ignored in PF. One of the things I like is differentiation between the classes, and sorry, but for me, base hit dice are kinda sacred cows. Wizards have d4 hp... rogues d6... that's just the way it is. My player's didn't even bat an eye. I mean hell, its why there are d4's, d6's, d8's, d12's etc in a dice set. For me, I want to use all my dice, for various things. Its why I bought all those funny shaped things with numbers on them, don't take away the things that use them, I want MORE things that use funny dice! I want some spells that use d12's, some that use d4's, etc. I get a kick out of using all those dice and don't WANT it standardized on one type of die. rant rant rant and stay offa my lawn! anthony Valente wrote: [ooc]The greater issue, in my experience, is that spellcasters on the same side as the martial characters, in many cases, tend to take care of everything before the martial characters even have a chance to really do anything. I do agree that this might be the bigger issue. Round 1:
Wizard> Cast sweet spell that disables enemy (dominate, confusion, etc) Round 2:
Wizard> Dominates enemy into attacking the fighter just to prove how stupid he is. houstonderek wrote: It's a nice idea, theoretically, but have you ever seen a Wizard of mid level or higher miss a concentration check? Another thing Kirth only touched on is that in 1e, you could actually disrupt a spell. 3x makes it nearly impossible. I agree, 3.x makes it extremely hard to disrupt spells. Before, spells took a number of segments to cast, allowing the fighter to run up and interrupt the casting. Now, the spell is almost always cast immediately on the casters action and unless the opponent has a readied action, or threatens the caster, there's no chance of disrupting the spell. Then... add in that virtually every arcane caster always maxes out Concentration so he virtually never fails to cast his spell. There really isn't much danger. I really want this to change. I no longer award xp's and simply have the player's level their pc's after every 3rd/4th session. This way they are not penalized for sessions that are mostly roleplaying. I do not penalize player's for missing sessions either. Missing one of my awesome sessions is punishment enough I figure ;) Anyway, you'd be surprised how liberating it is not worrying about experience points anymore. I do: Roll 1st level hit points as any other level, ie, 1 x your hit die, and then add to that your Constitution score. This maintains a decent amount of randomness and still adds a buffer of extra hit points. For example, a wizard with a 12 Constitution would roll 1d4+12. A barbarian with a 19 Constitution would roll 1d12+Constitution score. Note that you do not also then add you Con modifier as that is already represented by adding your Con score. In the end though, I think I have concluded that I dislike the extra hit points in general. It just makes fights longer and seems to not serve much purpose. I still do it though just because all of the players cry whenever I mention stopping. Personally I'd love to see many spells casting times increase. That's another thing that was a sneaky bump to casters in 3.x, that their spells now just went off on their action. In previous editions spells had casting times in "segments" and if you got hit during those segments you lost the spell, thereby reducing some of the spellcasters overall power advantages. Casting magic took time. Now the melee sorts have to ready an attack against the caster or be in threatening range when the spell casting begins etc. Before, the spellcaster could begin casting fireball on segment 3, the bad guy moves up to him and whacks him on 5, and if the spellcaster is still awake his spell is lost. Now, losing the spell was core, but we always had a concentration type roll to keep the spell. Anyway, my point is, I'd love to see VERY MANY SPELLS get their casting times increased, and start with the more powerful or problematic ones first. Here's an idea... bring speed factor back. Dagger speed factor was +2 if I recall, whereas two-handed sword was +10. For those who may not have played back then, you wanted low on your init roll and so the speed factors really helped dagger wielders go first. It was cool, simple, and gave some love to lighter weapons. I'm sorely tempted to houserule speed factors back into my games just because our group is advanced enough to be able to handle them and I like the additional level of flavor the rule provides. ruemere wrote: Here is a thought - how about allowing clerics capable of channeling positive energy to hold at bay undead instead of damaging them and/or making them flee? Completely agree. I prefer to imagine the evil critters cowering at the edge of the protective circle, milling about, waiting for the clerics defenses to drop so they can swarm him, not running off like freaking babies lol I know this is the complete opposite of normal DR rules, but I just think that a paladin should have DR5/non-evil, meaning that it only applies to evil opponents. Alternatively, if that is too good, make it DR5/non-evil, non-outsiders, non-undead, so that it only applies to evil undead or evil outsiders? Couldn't that be done? Maybe I missed this in another thread! So what forum would be most appropriate to post comments or questions on subjects like: How will the final rules deal with the fact that some characters consume a much greater portion of encounter time than others because they are controlling many things, such as summoned creatures, animal companions, dominated monsters, familiars, cohorts, etc? 4E addresses this, I believe poorly, by strictly limiting everyone to one action (basically) even if you have an animal or monster etc. I *strongly* dislike the 4E method, though I agree that something should be done. In many combats a spellcaster often consumes a much larger portion of time than other players if the character summons a lot of monsters or already has animal companions or familiars or cohorts etc. Will Pathfinder take some steps to mitigate this or Jason do you not feel this is really an issue? Other questions... Sight Distances - I'd like to see some more in-depth sight distance rules that take reality into consideration, at least a little. For example, it should be easier to see an elephant from a long distance away than it is a mouse. It should be harder to see a sparrow flying overhead than it is to see a 747. You should be able to see a light source from a long distance away. For example, if you are in a 1000' long hallway, and you are in utter darkness, how far away can you see the light from a torch down the 1000' tunnel? From 1000' away or not until you are 200' away? Perhaps this is nitpicking but this sort of thing comes up often in games I am in. I have many other concerns but I am sure they are beyond the scope of Pathfinder to resolve now, perhaps in Pathfinder 2.0 :) Devlin 'Dusk' Valerian wrote: Thanks jreyst, These rules seem simple enough so that they are actually usuable, give a good DC. I especially like "Craft Magic Item" as Class Skill. (I suggest for Wizards, Sorcerers, Clerics and Druids). Yes, Craft Magic Item is a class skill for any class that can currently use Craft {Magic Item] feats. Devlin 'Dusk' Valerian wrote: I personally don't really like the Idea that Non-Spellcaster such as Fighters can make magic Items of any Kind, Well I am torn here. I want to be able to have a grizzled old veteran soldier who sits alone hermitted on a mountaintop able to take the heart of a giant and a crap-load of Craft Weapon skill points and spend a week forging the axe of giant-slaying. He spends hours and hours on end immersing the blade as it is being forged into the blood of the giants heart, then burning mystical incense over it, then immersing it in specially prepared oils, and then after a series of difficult skill checks, he hands off the great axe he now calls "Karg, Slayer of Giants" to his brother, who seeks the giants who destroyed his village the winter before. The idea being that fighters (or master weapon/armor smiths) can actually make magic weapons, shields, or armor (but not other magic items). I picture a clan of dwarves secluded in a deep cavern near a volcano that spend the 9th month of every 10th year submerging newly formed masterwork hammers into the spewing lava from an ancient volcano. These hammers then gain the flaming burst ability (assuming the crafters make very difficult checks). Now, on the flip-side, I don't like the idea of mages spitting out keen, icy long swords. I like the idea of whomever is doing the crafting be intimately in tune with the usage of the item being crafted, ie, warrior sorts for weapons and armors, mages for staves that spew fireballs, or priests for cups that heal when drank from, or bards for lutes that sing songs that put people to sleep. Sure, by the current rules, any mage as long as he has the sleep spell can make sleep items. I think the item being enchanted should come into play somehow, and I think the rules presented so far are a step in that direction. I am also coming up with a method by which some items (masterwork or otherwise) can become magical unintentionally as a result of great events such as having been used to kill a major world NPC or having saved the wielder/wearer from a horrendous burning death from the worlds oldest dragon etc. I can see instances where a particularly brave hero defends another from the blast of an epic dragons fire breath with his beat up old rusted shield, and as a result that poor old shield somehow from that point forward seems to grant fire resistance to all within 10' of the wielder. Just some crazy ideas. I don't like just anyone being able to make just anything but I DO like the idea of certain classes or character types being able to make magic items appropriate to their profession, UNDER THE RIGHT circumstances. Mosaic wrote:
Couldn't agree more, on both counts. Jason Bulmahn wrote: Starting Wealth: Too much, too little, or just right? Seems fine to me. In all the years of playing DnD this is one of those things I don't ever remember hearing or having an argument about. Jason Bulmahn wrote: There is talk about adding a halfling weapon to the weapon list, just to round it out for each race. My current favorite is the war sling (see the races playtest), but I am still open on this one. Thoughts. Seems fine also. Jason Bulmahn wrote: Are there any issues with any pieces of equipment (weapons, armors, etc)? Cost, balance, utility? I'd like to see heavily armored characters be able to beat out the no-armor wearing folks when it comes to AC, or at least stay competitive. I'd love it if shields were more effective. I'd love to see weapon speed factors return, though I admit I am probably in a very small minority on that one. Maybe a few more exotic weapons would be nice. I know this one crosses playtest categories, but I'd like it if the player's could find a rusted old dagger that can be magical. Perhaps magic weapons that gain their powers accidentally as a result of grand events, and not always requiring masterwork items. This isn't a min-max idea so much as a flavor idea. Sometimes I want an item that looks and feels ordinary but yet is perhaps a mighty relic. Jason Bulmahn wrote: Is there a simpler way for keeping track of encumbrance? I have thought about some alternate systems, but I am not convinced they are worth the effort. Do you value encumbrance rules? I almost never worry about encumbrance unless some player gets silly with it and starts pulling wagons out of their pack. Otherwise, its too much tedious bookkeeping. I let the player's just act within reason and usually that's fine. I personally really preferred the 2E method of doing things over the 3.X Prestige Class concept. In 2E (as I'm sure many of you will remember) you still chose your base class normally and then applied subkits. You could be a fighter > cavalier or a cleric > shaman for example. You didn't have to wait to get into the PrC, you started off at 1st level as that subkit. I don't know why its not still done that way, as the entire concept seemed "cleaner" to me. 1) Choose a class.
Neat. As opposed to: 1) Choose a class.
Ugh. Not sure if anyone cares or not, but I note with some interest, that the magic item creation rules now appear to be heading in a direction remarkably similar to rules I came up with some time ago. You can feel free to take any of this, or ignore it. +++ In <my campaign world> magic item creation is risky. You could fail. You could even hurt yourself. Worse yet, you could invest a lot of time, money, and resources and get nothing in return. There are no item creation feats anymore, instead characters must possess the Craft Magic Item skill. All characters with Craft Magic Item as a class skill are able to craft Scrolls and Potions automatically with no skill check necessary. Make a Craft Magic Item skill check at the end of each day (full 8 hour period) spent working on the item. You gain no benefit by spending more than 8 hours in one day working on an item. If you spend anything less than a full 8 hours then you cannot make a check for that day and you still expend one days raw materials. Check To create a particular type of item, the crafter needs to be at least the minimum level shown on Table 1. Table 1: Craft Magic Item Skill Minimum Level and DCs Type of Item, Min Level, DC
To craft an item the DM makes a craft skill check for the crafter at the end of each day of work or alternately makes the roll as if the crafter took 10 on his check. The player may indicate how many times he would like to take 10 but the crafter may not take 10 for the final check in any event. The DM must roll a specific number of successes before getting a Mishap or complete failure. The item is complete when the crafter rolls a number of successes equal to the price of the item divided by 1000. The crafting process may finish prematurely if the crafter suffers a mishap or if he runs out of raw materials before accumulating enough successes. Table: Craft Check Modifiers Action, Modifier
Others may assist in the crafting process. Follow normal “aid another” rules. Note that this may speed up crafting time and as a result reduce total costs. Secondary effects
Special Dwarves and Gnomes craft at an accelerated rate, completing 1,500gp worth of work on check results of DC to DC +4 and complete 375 gp worth of work for each 5 over the DC. Table: Craft Check Results Check, Result
* Mishaps are detailed in the Thundain 2.0 DM’s Guide. Curses Consult the standard 3.5 SRD Curses rules at http://www.d20srd.org/srd/magicItems/cursedItems.htm Skill Focus
Magic Item Types Potions The character must possess ranks in Craft (alchemy) equal to or greater than the spell level of the spell enchanting the potion. Repairing Damaged Items
+++ Jal Dorak wrote: Okay, resurrecting this thread with a rough sketch. Keep in mind this is a first draft. Many things are missing, but I am trying to cover the "basics". As of now I am expecting the game to go from 1st to 10th level. Comments are welcome and appreciated! By the way, this is a great idea. I have three kids and have thought for some time how there is a real need for a basic or *starter* edition of DnD (or now Pathfinder). I was thinking of some derivative of the word "Scout" as the name or code name, ala Girl Scouts or Boy Scouts. Perhaps, "Pathfinder Scouts"? Jason wrote: ...problems displaying table... I recommend using a Google spreadsheet. ala http://spreadsheets.google.com/ccc?key=pg3rpbuiUpPniNf0SkGfTJg yeah, some more thoughts from Jason would be good on this one. I have a player that believes the ability is fine as is. I, however, felt that int/wiz mod applied to both attack and damage was too good but instead of eliminating the damage mod altogether as some have suggested, I just made the damage = 1/2 level. Seemed fair to me. Xaaon of Xen'Drik wrote: I was actually toying around with that idea. I can't wrap my head around it to actually make it work properly tho. In my campaign that is starting the first weekend of October I will be ignoring experience points altogether and just telling players that they will level after every two sessions, ie, between sessions 2 & 3 then between4 & 5 etc. Then, I say, if you want to gestalt multi-class it requires the Multiclass Feat for each class beyond one that you take and you level after every three sessions (if you are dual class) or after every four sessions (if you are triple class). Here is the level progression: # of Classes
So, after 12 sessions:
So, after 24 sessions:
I'm going to try it out and see how it goes. I like the concept of a Leadership feat but think that it could be implemented completely differently. I constructed a house ruled Leadership that lets the character with the feat get some of the types of abilities that a 4E Warlord gets (helping his team etc.) As additional info, I am also planning to use an "Action Point" system and the Leadership feat ties into those Action Points. Here is the wording I currently have. My first PF campaign is set to begin the 1st weekend in October so I have some time to change or fix wording etc so please feel free to let me know if I'm completely on crack here :) Leadership [General]
Action Points
No more than one point can be used by one PC per round (unless given an Action Point by a character with the Leadership feat). The Leadership Feat allows a player to spend Action Points to aid his allies. Action Points received from a character with the Leadership feat may be spent in addition to a characters own Action points. For example, if a player uses one of his own Action points to gain an additional Move action he could also spend a point received from a character with the Leadership feat in the same round. Recovery Action
** The point of the Recovery Action is to attempt to extend the 15 minute adventuring day a bit. I also have Greater Leadership and True Leadership feats that have Leadership as a prereq and in the case of Greater Leadership, gives more Action Points and a bonus to attack rolls to allies nearby, and in the case of True Leadership, the character actually gets some non-adventuring followers who work to establish a base of operations for the PC. Thoughts? achan_hiarusa wrote: I honestly thing we should go back to 1e/2e style multiclassing and make it cost a feat. Because the 3e experience chart progression doesn't level off you avoid the problem of multiclass characters catching up and only being a level behind. Just make the character divide his experience between two classes. By the time the party is 20th level, your multiclassed character is 14/14 level which is a bit better than being 10/10. I thought about giving a 20% cost break for favored class which would make the multiclassed character 16/16 by the time everyone is 20th level. Of course, I do hate characters with ECLs and I dislike prestige classes so this doesn't answer those concerns unless somebody has an idea. I was thinking something similar, to just let players multi-class the old way but I'm concerned it would break too many things. You could make the multi-class feat say something like "a character with the multi-class feat may not have a prestige class". I dunno, I do strongly like the idea of classic multi-classing but just too afraid of what else would break. Seldriss wrote:
I *love* that. Simple and clean, although I'd maybe want to limit the maximum HD a cleric can affect, maybe something like Level + Chr modifier as max HD he can affect or something.
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