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And in the typical AP situation it's "if you don't save the day, no one will".
It's close a necessity for the writing of the AP's to ensure the entire AP actually get's played, but it's a form of railroading I hate as a player.
I would infinitely prefer to play in a world that's flexible enough to account for my choices and continue to exist 99% of the time. You can only do a 'the world ends because you chose not to participate in this specific set of events' plot so many times before it becomes incredibly stale beans.
Kobold Cleaver wrote:
Fluff the magic roleplayerlived by the sea
and frolicked in the openness
in a land called D&D...
You mean lived by the Sound
More specifically Puget Sound [kind of ironic all the RPG development that's come out of this area.]
While I'm not a big fan of Magic Mart, I do get that sometimes a player wants something particular for his character. In those cases, I encourage a search for a quest that will uncover such an item or at least commissioning it from a wizard who needs them to go get ingredients or complete some tasks while he makes it. They still get to select their items, but have to work for them rather than just picking them off a rack.This is Pathfinder. Your characters are always going to be 'questing for that new piece of gear' rather than getting on with the story if you go this route.
Works best if it's not made complicated. Either a ritual any temple of any deity can perform, or perhaps a ritual each smith acquires as part of reaching 5 ranks in his craft skill.
Quite frequently on these boards I see GMs talking about needing to create 'real threat' to their players and ramping up encounters [creating more work for themselves in the process]...
... and then frequently use fudging to save the characters from the exact threat they themselves created.
That's not to say these aren't useful tools in the GM toolbox, but using one tool only to use another to fix it seems like a wash filled with wasted time to me.
IMO money should be about interacting with the real economy of the gameworld. Creating a second EXP track in the form of wealth both complicates character power scales and creates all sorts of undesirable [to me] consequences re-money.
If we're talking about a party of player characters of high enough level that the Wizard could teleport [level nine], there's no good reason that the Fighter shouldn't be able to swim there. Even a mild 10 miles per hour would cover 240 miles per day. Beowulf raced in the ocean for several days straight without pause.
0o0o0 O 0o0o0 wrote:
That was iust an off-hand remark, no interpretation or criticism of Paizo intended.
RE: 'how is the uncertainty of gods existing progressive.'
Depends on how you define 'Progressive' [I am certainly not a fan of economic policies labeled such.]
I'd say Eberron's treatment of the gods as 'maybe yes maybe no' is pretty progressive.
I don't up the difficulty just because players optimize. I'm content to run Dynasty Warriors if that's what the players prefer.
Just remember that dynasty warriors doesn't go past level 8 conceptually.
Kobold Cleaver wrote:
That's an interesting perspective. I don't see it as increasing difficulty "for its own sake", but combats aren't fun to me if they aren't generally challenging. Some should be tough, some should be easy, and some should be extremely hard. You disagree?
I agree in theory, but the differing abilities of the party vs enemies in concert with the randomness of dice rolls supplies plenty of that in my experience.
Or is your point that if players make powerful builds, it's a sign that they don't want challenging combats, and we should honor that?
At least communicate with your players first, see whether they want high difficulty or not.
1: the purpose of optimization is to hack the RNG, to create a character that won't easily die or fail so as to continue to experience the world through that character.
2: increasing difficulty for it's own sake is wrong. Minimal interference for the sake of fun for everyone at the table is welcome.
For intelligent antagonists, I generally make their tactics at least as savvy as that of the PCs. For groups of PCs who regularly decide "kill the guy in robes before he can cast something"
So you're saying even the players realize the casters are the greater threat. Such a lovely balanced game we're playing.
Ryan Freire wrote:
At which point the caster pulls out their secondary or tertiary or quaternary spell component pouch.
or open a door.
How on earth does this relate to Fighter?
No skill points? 2 feats = level X4 skill points.
Great idea, sacrifice the one thing that makes the Fighter unique in order to patch something he should have had to begin with.
Better than the animal sure.
The druid will individually be an inferior speedbump (at the low levels where speedbumps matter, inthe specific scenarios where they matter) but also comes with a scaling speedbump AND level appropriate spell resources.
It's not, but since it is so incredibly rare on the players side of things very few people take it into account when designing encounters so it ends up breaking things. At the core of things its probably an overreaction to some of the Shocktrooper-Power Attack-Pounce exploits that were available in 3.5.
I've GM'd for characters that exploited that material to the fullest, with DPR over 1,000 per round when it worked.
Still found well-played full casters far more difficult to challenge, because in the end the fact will always remain.
Damage is only damage.
Ugh Paizo why can't we have nice things? It was only once per encounter anyway.
Their table probably didn't go past level 12.
If it did, MeriDoc, I would be very intrigued to hear tales of play at those levels.
Except vertical leaps [and freefall] don't count towards movement.
Of course ability to jump doesn't change the placement of the line, it merely relegates the 'obstacle' to a non-obstacle.
If you jumped over it then it neither blocks nor slows movement, the charge succeeds.
Read that again.
If the line blocks or slows movement you cannot charge.
There is no slowing or blockage ifvthe jump check successfully clears it.
In other words you can leaping charge over small obstacles (difficult terrain) or gaps in the ground/floor IF you succeed your jump check. Obstacles large enough to block your view prevent charging.
DM Livgin wrote:
Never going to happen. Pounce is a monster ability intended to make pouncers more dangerous when they would otherwise only get to make one attack.
Milo v3 wrote:
Pretty sure the point of the rant intentionally ignores the book value of these items Milo. He's trying to address a problem in the system, problems in a system are seldom fixed by operating within the rules of said system. Just look at American Politics :P
That being said such flat 'increase strength to X' items favors characters who can do great things using abilities OTHER than Strength. It's the wrong solution, but thinking outside the box is how we find solutions.
'Freeway' implies one long route with the ability to change lanes.
'Highway' might be more appropriate, there are often a number of highways one can take to get to the same place, though some are shorter than others.
Vrog Skyreaver wrote:
Because you can't build a fighter that can stop time or travel between dimensions with his own power.