|
|||||||||||||||||||||||
|
KaeYoss wrote: They fought the aboleths with laser beams coming out of their sesame seeds. That's got to be one of the weirdest euphemisms I've ever heard. Oh wait, wha- You're serious? Okay.... ;P MarkusTay wrote:
Indeed, that's the reason I love this place. Great people, all fans of a great company that cares about said people. What's going on here is unique. Thanks to all! tfad I feel like your post was made in response to mine, so here's me, sticking my opinions out in public again! :) quest-master wrote: First off, a paladin is going to have a strong emphasis on Charisma anyway (SNIP) Although you didn't quote me, I'm assuming that your comments on the importance of Charisma were aimed (roughly) towards me as I'm the only one who mentioned it. :) I think you may have misread my post, or at least my intention. I think Charisma is the most important stat for a Paladin and your fix does not change this. That is good because it does not need changing. However, there are those out there who feel the Paladin suffers badly from multiple ability score dependency and your fix addresses these players' concerns. Well done. :) quest-master wrote: Sacred Challenge is actually more powerful and more versatile than smite evil. I personally was arguing for the Flavor of smite, over that of challenge. The flavor of class features is very important and goes a long way to illustrate what the class is. Heroic Paladins smite evil, whether or not they challenge it formally first, is a matter of personal taste (within the boundaries of their code, of course). quest-master wrote: Sacred Challenge will usually work since almost every opponent you face will be evil or neutral. This depends entirely on what type of game you are playing. Regularly gaming in the Planescape setting, we have a fair number of good vs. good battles as well. We've never felt the Paladin has been underpowered or unable to contribute in these battles (although I will admit that our group is not typical in this regard). quest-master wrote: If you want your paladins to be only Lawful Good only then don't allow Neutral Good and Chaotic Good paladins in your game. All I've done there is to create a guide for the differences in conduct by providing 3 different codes because some people do want to play a NG or CG paladin and may not be sure how to role-play the character. This is very much a 'hot topic' with regard to Paladins! Everyone has their own opinions and views on what a Paladin is. A Paladin follows a code, so has to be Lawful. How can you truly be of chaotic alignment and also adhere to a strict code? :) I think that there is a stronger argument for LN or LE Paladins (Blackguards?) than there is for non-Lawful Paladins. Although as stated in my original post, I'm strongly in favor of LG Paladins only. NG or CG characters are not Paladins, but champions of (X). The idea of players not being sure how to roleplay the character of a Paladin, is no different from them struggling to roleplay any other type of character. I think what you're referring to is the inability to separate alignment and the Paladin's code from the character's personality. Roleplaying any personality different from your own can be difficult and, in my experience with players who are not sure how to portray a Paladin, the code and strong alignment bias actually helps. Also it is very difficult to come up with a code and stick to it if you are truly chaotic at heart. The first time one of the tenants of the code comes into conflict with the world, the world will win and the code will be abandoned. Part of the fun of being a champion of virtue is that it is not always easy. ;) quest-master wrote: Pathfinder is about improving gameplay and playability of characters, is it not? Can you deny that this increases the playability and flexibility of the class? Again, you don't quote me specifically, but I'll try to answer the point you've raised. Pathfinder is also about backwards compatibility. Changing central class features for new ones and relegating the old ones to feats goes directly against compatibility. Also changing the nature of the class in a drastic way (i.e. the alignment restrictions) has a big effect on the established game worlds. For example, why are there now suddenly non-Lawful Paladins? It would not be long until the Lawful and Chaotic Paladins came directly into conflict, where as this sort of conflict would have previously been unheard of (within the Paladin's order).Specifically Re: your changes to Detect Evil, check out the link above to my group's playtest report. Paladins are our group's favorite class, so we've got a lot to say and have some very strong opinions. I won't paste it all here though, my post is long enough already (probably timed out long ago.... Must remember to copy text!). I don't think that allowing NG or CG Paladins does increase the playability or flexibility of the class, no. This is because your changes alter what the Paladin class is. I apologize if that sounds blunt but you've issued a very direct challenge/question there. :) Your new version of the Paladin is not a Paladin, but a champion of good.
I don't want to labor this point too much though, as words like 'playability', 'usefulness' and 'fun' are all very subjective. In summary, well done with your redesign and as a 'champion of good', I can see it working as a class. However, I can't think about it as a Paladin as you've changed some of the central points of class (IMHO). The Pathfinder version of the Paladin a la Alpha 2, is more backwards compatible and doesn't change the core ideas, hence I prefer it. I apologize if the above points were not directed at me and I just bulldozed into your discussion. :) Peace, tfad quest-master wrote: Sacred Challenge (Su): A paladin can expend a use of her channel positive energy ability to mark an opponent as an enemy of the faith. I gotta say I don't like the flavor of sacred challenge at all. "Smite" has some real power to it, this just sounds too 'diffuse'. Also replacing Detect Evil with a 'Scan/Smite' power is a bad idea. Me, and my group, wrote a lot about why this power is very important in our Playtest Report. Also this: quest-master wrote: Character must be good-aligned and must have a patron deity. is a big no-no for our group (who all love Paladins, a lot). They need to be Lawful Good. Other than that, the changes are okay. :) Basing more abilities off of channeling energy means that the importance of Charisma just doubled, which will no doubt please the Paladin fans who don't like the MAD side of the class. But it also means that they Paladin is a lot weaker and needs the boosts you've given, like the extra skill points. Personally would be happier with the Pathfinder Paladin 'as is'. Peace, tfad Squirrelloid wrote: Improvised Weapon of Legend(su): In his rage the barbarian can use almost anything as a weapon. (SNIP) This particular power is something that needs to be in there and one my group argued for in our recent playtest report. However it would be better if it simply removed the penalty for improvised weapons and was available from the start. As it stands it could get ridiculous and very Exalted, very fast. I'll not comment on the other powers as I'm away from my Alpha right now and don't want to re-download it. :) Peace, tfad I loved the different XP rates for the different classes in earlier editions, in fact I personally think it can be an easier way to balance the different classes and if WotC had stuck to this formula then I bet half of the later classes they released wouldn't have been so far out of whack. That and some editing anyway.... ;P As someone who loved the idea, I gotta say it probably won't work unless you make other changes to the game also. E.g. what the classes get for their HD etc. I have two suggestions, but am leaving the details to someone with a more mechanical mind. 1) The fast chart gets you the full Pathfinder set up. Classes using the slower progressions get the pre-Pathfinder classes and set up e.g. few feats, more limited skill choices, smaller HD etc. It's important that the PCs on the slower chart actually get something more for their XP and as they stand so far, Pathfinder changes have addressed a lot of the balance issues between say 17 levels of Fighter and 17 levels of Wizard. You may want to take this further too, e.g. Fast XP - 1 Feat/3 Levels
etc. Although again, as you're monkeying around with the balance of the game, get someone more capable than I to look at your final numbers. 2) Play 2nd Ed. with the Pathfinder class abilities. It'll probably be easier to work out and as the class features are largely balanced and could be easily converted, it could involve a lot less work than 1). That said, as much as I love the idea, I think it's gone now, a relic of gaming, and you're probably better off trying to capture the spirit of the older editions through play style than mechanics. Whatever you decide to do - good luck with the game! Peace, tfad Celestial and Planar conjunctions are a must - great for planning the *big* events of your campaign around. Fun Holidays - doesn't matter what the celebration is for, but it's always good to have the fun, lighthearted days in there too. They can be used a la Logue, or as a break and change of pace for the hard working PCs. Important People's Birthdays - like kings, queens, heroes etc. It never fails to inspire the PCs when they work it out; "Hang on, we could like, have a festival named after us?!?! They do that sort of thing around here? What are we waiting for - let's save this chick and murder this dragon! w00t!" It helps if some of those people are still alive too. Peace, tfad James Jacobs wrote: Turn Undead is kind of like exorcisim, The power of Paizo compels you! The power of Paizo compels you! Snorter wrote:
That's a nice compromise - well done. I like this as it feels right, the Cleric (or Paladin) could be shocked and momentarily concerned as they shout their praises and can't hear anything. That brief lapse in concentration would be enough to cause an arcane spell to fail, so it could do the same to Channeling. On a successful check it goes something more like: "God, I know I can't hear me but you still can!" [mouths shouting in slo-mo with no noise] Awesome! Well done snorter! Peace, tfad KaeYoss wrote: Some Stuff Roundhouse kick? Nah, but I'd trade spells for a Shatner-kick any day! ;) I've never felt the strong pull that a lot of players apparently have, to give the ranger trackless step. You can use the Wilderness Lore/Survival skill to cover your tracks if necessary, and it's a very 'druidy' thing to have the ground refuse your tracks for you. The modern 'classic' example is always the LotR movies, with Letgomyass or whatever he's called walking on top of the snow. I feel like that's an 'Elvy' thing, not a 'rangery' thing and cannot imagine Aragorn doing it. Feats, a la the fighter, in place of spells would be a very welcome and no doubt very popular option. Peace, tfad Erik Mona wrote: They are less like nomads and more like city raccoons living alongside humans, I'm sure there's a halfling chimney sweep joke in there somewhere, which is great because it was one of the first things I thought of, reading the Gazetteer. Stuff the little buggers up a chimney! ;) Peace, tfad KaeYoss wrote: Speaking of which: I wouldn't mind an official option of trading ranger spells (and paladin spells, too) for something else, much like all the stuff from PF. That'd be cool. It'd have to be a pretty awesome option to tear me away from the spells though. Do you have anything in mind? I can't think of anything suitably ranger-y.... tfad Drakli wrote: Just out of curiousity, why is this so key? I'm relatively sure Optimis Prime doesn't have Detect Evil. He has to make the tough decisions himself. Yeah, I know, Decepticons aren't as deceptive as they maybe should be, but still. Yo! No the Decepticons are anything but deceptive. The only way I can really accept this is that they earned their name before they all became energon junkies. ;) In fairness though, as cartoon villians they did their job i.e. got you jumping in excitement when they got their a$$es kicked. Drakli wrote: I'm sorry if I'm being a bit harsh, but there's a degree to which I'm bringing up the idea because of the phrase 'The above problem is with how the game is run'. That comes off a little judgemental, there. Apologies. I ended my post, and most of my posts, "peace" because I don't want to offend anyone and for those who don't know me IRL, I certainly don't want to be thought of as judgmental. I'll try to rephrase and clarify what *I* meant and hopefully this time I can do it without sounding like an a$$. :) I say *I* because with some of my group posting here, they can speak for themselves. :) Our group is a roleplay heavy group, sometimes with several sessions, especially at low levels, between straight knock-down combats. We do a lot of social interaction stuff and enjoy political games. In these games we have a lot of Paladins, as they're a real favorite, running around detecting evil all over the place. Often one of the first things asked when encountering an NPC is "Oooh! Is (s)he evil?" Of course, trying to use this power without the NPC noticing can require skill checks etc. e.g. a bluff check. There is no harm in the PCs having this information! I'll try to explain the way we play it. Just because someone is evil doesn't mean they're out to get the PCs. Aside from the 'enemy of my enemy' classic, they're all people too. If an NPC has a name more imaginative than 'goblin 6', chances are they also have a personality and role to play in the ongoing plot. Just knowing that someone is evil doesn't mean that you immediately know everything about them. For example, when making a deal of sorts a CE NPC would be much more likely to screw the PCs over than a LE NPC. It's up to the PCs to figure out who they are and what they want. Knowing they're evil is not the same as knowing who they are. Here's an example from our games: The Pcs needed help to complete a powerful spell and their ally, an NPC apprentice wizard, suggests a deal with her master's rival (as her master is missing, with no hope of finding him). Allus the Tongue is an evil wizard who is most interested in why his long-missing rival's apprentice has come to him for help. The PCs know he's evil, thanks to the Paladin detecting his aura. They accept his help but don't trust him to keep his end of the bargain.
The PCs know that if they had just 'scan/smite', not only would they have not received the help that they needed at the time, but also that they would have killed someone who was trying to be a good person. The players know that every NPC is a person and not just a stat block or XP bottle waiting to be opened. Allus' history was not available with a simple sense motive check or with a quick history roll. Even if it was, as he never made a public 'declaration of repentance', the PCs could never had known he was seeking to do good. And alignments don't just switch over night (although that's another topic for another time). Also, just because someone is evil doesn't mean they're being evil right now. This might sound silly but being evil is not a smite-able offence. Picture an evil devil eating shrieking souls in a messy fashion in the corner of a suitably planar establishment. The Paladin sees this and detects his aura as evil. Should he immediately go over there and smite him?
Although the Paladin would do well to watch said drink.... ;P Semi-continuing the above example, as well as having a duty to good, Paladins are also Lawful. Lawful means no starting fights without recourse to the law of the land etc. The above devil could be challenged, but the Paladin could not just 'scan/smite' without breaking the lawful aspect of their code. Remember the 'legitimate authority' bit. That also applies in places like Hell (in Planescape at the very least). Evil does not mean stupid is another aspect of this argument. We see those same DMs I'm singling out (again) complaining that their evil scheming NPC is a mastermind and the Paladins are ruining their schemes. Real masterminds never get their hands dirty and certainly don't put themselves into the position to be smote! Again, we come back to the Paladin respecting authority, conducting themselves in a lawful manner and treating the NPC like a person, not just another bottle of XP waiting to be opened.
I guess the core of my argument is very situational and that is what I was trying to convey. Essentially: The players will naturally respond to the style of game you are running. Those DMs I'm talking about are in the habit of being brutal towards their players and then act surprised when their players act brutally. I wanted to put out a voice that thanks the Pathfinder devs. for keeping in an ability we love, that we thought might be lost. As a DM to a group who loves and plays Paladins, I can safely say that I have never felt like I have been forced to 'show my hand' and I've never found it hard to run a 'solid fantasy genre plot'. Oh, and I had great fun with the 'evil mentor' plot back in 2nd Ed. ;) In direct response to the 'meat' of your question, "why is this so key?", I want to quote your post. Drakli wrote: I have to admit, it hasn't come up for me yet, because most of my gaming group don't play paladins, and the one who does doesn't use Detect Evil much (I think because it's ICly a privacy issue to her.) Drakli wrote: Flavor-wise, Detect Evil is good. It's a wonderfully flavorful class feature that we feel enhances our game, not the other way around. It's great to see your Paladin as they see it as a breach of the target's privacy. That's some awesome roleplaying your group would've been deprived of if the ability was gone and we just wanted to shout out a thanks to the devs. See, all that without referring to conceal alignment magics once! ;p Seriously, thanks for you question and I'm sorry for any offence caused. I certainly didn't mean any and those DMs I'm singling out in my comments are people my group's met in real life and have had this conversation with too. Although I've also seen similar comments posted all of the internet, I'm trying not to think of them in my post as I've never met them and their problems may well be something completely different. Apologies for the long answer but I've tried to be thorough! Peace, tfad quest-master wrote: There seems to be an unsightly amount of inevitable pressure to get ghost touch weapons/armor and force spells as a precaution. To alleviate that pressure while maintaining the usefulness of ghost touch property and force spells, here is a proposed solution. My group loves the Ghostwalk book/setting which involves a lot of Ghost Touch items and incorporeal foes, so we've got quite a lot of experience with these rules. In all honesty it's the difference between prepared or not that makes a difference to the encounter. So if the PCs are expecting ghosts etc. they tend to do well as there are other ways they can compensate without Ghost Touch items. The miss % on attack rolls is balanced fine, it simply takes longer for the PCs to resolve the fight. If anything, the difference a suit of Ghost Touch armor makes is much larger. Most incorporeal creatures don't have stellar attack rolls, so without the AC bonus it's wiser to try to keep your opponent at range - not so easy when they can float right through stuff! I'd vote not to change these rules. If the DM is throwing a lot of incorporeal monsters at the PCs then the PCs should either get some Ghost Touch treasure or splash out on the kit they need, e.g scrolls of force spells, Ghost Touch manacles, Ghost Touch weapons and armor etc. Peace, tfad I guess it's not so much for specific things, but the total % of the changes. Of course different things would have more of an impact if they're changed e.g. removing feats has a larger % impact than increasing HD to match BAB. For me, I'd go pretty far with the changes if I like what I'm seeing. There were some nice things in the much-maligned Everquest PHB, like XP penalties instead of LA, weapon speeds etc. Far from perfect but perfectly workable in 3.X. If I'm doing percentages then, I'd break at about 80% change. I know that's quite high, but I'm really excited about all of the fluff we're getting. And the more new fluff that I'm excited about, the more rule changes that I'm not happy with I'd be willing to put up with. So far Paizo is well in the black on this one, although I'm concerned about the apparent lack of spells for the ranger in the preview. /personal panic ;P Peace, tfad hogarth wrote: Yes, but that's exactly the situation with custom magic items now; the sentence you quoted is a direct cut & paste from the SRD Ah! That's not in my 3.0 DMG, so I'm assuming that's a 3.5 update, no? We never wholesale updated to 3.5 as our core books still work fine and we've never had any compatibility issues with any 3.5 materials we've picked up. Except for the occasional 'whoopsie' like this, although I'll stick to my guns and call this a cr*ppy, crazy rule. Didn't my original post say it felt like something WotC would do? Lol. Thanks! Peace, tfad Infamous Jum wrote: I believe the concern is more centered around how this increase in cost will affect material written prior to the change, specifically the value of equipment or treasure from encounters. Also, while not expressly prohibiting Gauntlets of Ogre Power, the 50% cost increase does discourage it in favor of a Belt of Ogre Power, or perhaps a Shirt of Ogre Power. The end result being the effective removal of a classic D&D magic item in some games. Exactly! Infamous Jum wrote: While elves don't naturally sleep, that doesn't necessarily mean they can't be forced unconscious. As for sleeping pollen, I'd imagine that would classify as "poison", which, as stated in the description for Drow sleep poison, elves would not be immune to. But yes, I would also love to hear what elves do instead of sleeping in Golarion. I guess I get a bit confused here - is unconsciousness really the same thing as sleeping? Having been both knocked unconscious and having slept, I'd vote no on this one. ;) And isn't the Dark Elf stuff explicitly made to poison Elves though? What about stuff, like pollen, that simply has that effect on creatures who do normally sleep? I guess I'm asking for clarification before this comes up in game because you know if I don't ask, it will! Thanks for all the comments! Peace, tfad hogarth wrote: Tallforadwarf's example was a tribal culture that might want to have Boots of Strength, though -- absolutely nothing has changed regarding the pricing for Boots of Strength from 3.5 to Pathfinder. That's what made me think there was some confusion. Sorry - I picked a duff example! What I was trying to say was that if a magic item that does X in form Y is cheaper than a magic item that does X in form Z, then; Form Z better offer some pretty good advantages to justify the cost. 'Body Slots' differing in cost is poor 'out of game' reason which places something needlessly arbitrary into the game. and; There are going to be a lot more of Form Y items in the world. Sure, some items are going to be more common than others, but this template now carries over the items the PCs will make. Also, as I understood the Alpha, you couldn't have 'Boots of Strength' without paying the extra. Pathfinder Alpha wrote:
and; Pathfinder Alpha wrote:
Peace, tfad Thanks for taking the time to read it all! Yeah, the whole item slot thing is crazy and I'm sure that Paizo will nix it for Alpha 3/Beta. At least I hope they will - the less restrictive that 3P is, the longer it'll last. If there are lots of arbitrary rules like this then it's going to put off the very people that their awesome open products (like the Pathfinder Adventures) are going to attract. I'm sure that Jason and Monte can get this right; Say it with me now! I do believe! ;P tfad My group and I had a chance to play with some of the goodies from Alpha 2 over the weekend. Although we didn't get as much gaming done as we would've liked, our Paladin player got very sick, we did have some comments and interesting discussions on Alpha 2. I apologize if any of these comments are repeated from our Alpha 1 playtest report, or elsewhere on the boards. tfad *** Elven Immunities (p.5): It occurred to me that I'd not be sure, as DM, how to handle something like sleeping pollen etc. against an Elf. The immunities paragraph explicitly states magic sleep effects, but it also follows that as Elves don't sleep, they should be immune to all sleep effects. In AD&D, we had the awesome explanation in the 'Complete Book of Elves' about how it works and what the Elves do instead of sleeping. Is this the same for Golarion Elves? A tighter explanation paragraph would solve this. Barbarian (p.8-11): Our group is not usually interested in Barbarians, but the addition of the 'rage points' mechanic generated genuine interest and excitement for the class. It's a great way to open the class up and expand what it can do. We have to respectfully disagree with those on the boards who "don't want to worry about managing points and just want to hit things" and "it's now no longer a class for introducing newbies to the game". Rage points are no more complicated that HP, GP, (P)PP, spell slots etc. and no class should be dumbed down to the point that it is relegated to newbie status. How would the hard-core cleric players feel if their class was the one dumbed down? There are plenty of ways to introduce new players to the game.
Druid (p.14-18) and the new Polymorph stuff (p.81-): Again, we're not a group who uses Druids on a regular basis, but the rules changes generated some interest. Druids were a little overpowered in 3.5 and no one in our group really wanted to play as one because they were never sure exactly what they could polymorph into and just looking at the MM for different forms is kinda intimidating! Like Astral Construct, the polymorphing stuff is now much simpler and easier to balance (although as noted elsewhere on these boards, the spells do all assume that the caster is medium size). We liked this approach and thought is was an elegant solution to an ongoing problem. The slightly more sensible weapon proficiencies and the improved animal companion, including the option to not take one and rely on the Animal Friendship style spells to gain a domain, were also well received. I, personally, was the most impressed and, when I do finally get a chance to play rather than DM, I will be giving the druid a go. Paladin (p.19-23): Now we're discussing our group's (probably) favorite class! We all like the Paladin as they are quintessential heroes. Anyone who was at Dragonmeet 2000 in London may remember one of our players - he was the Chinese guy shouting that Paladins need to be comparable in virtue to Optimus Prime! That's how strongly our group likes Paladins. So what did we make of the changes after having played with them?
Sorcerer (p.26-32): If there's a class we love as much or more than the Paladin, it's the Sorcerer, over 50% of our group plays Sorcerers on a regular (i.e. every character) basis. We know this class, it's strengths and weaknesses, very well. We knew that they would get the better HD and the cantrips at will, but what did we make of the changes?
Skills (p.36-): YES! Thank you for putting ranks back in! The new system exceeded our expectations and is a better system than the original 3.X. There was quite a lot of discussion about whether this was enough on these boards, but we were largely happy with the result. All of our players were happy with their new skill lists and, as a group with a love of cross-class skills, everyone was able to afford everything they wanted skill-wise. The +3 bonus to class skills is great and offers a real incentive to pick up all/most of your class skills, at least at one rank. This is important as the only incentive to choose class over cross-class in 3.X was the horrible 2 points per rank restriction. Also, there should be a different version of the Skill Focus feat that offers an increased class skill bonus. Perhaps increasing the bonus from +3, to +5, with the prerequisite being a number of ranks in a number of different class skills. With the new freedoms opened up, it'd be great to see some sort of further incentive to stick with the class skills.
Feats! Not too much to say here, other than:
Cover (p.58-59): Again, this is a needless change that is too difficult to work out if you're not using figures. There was nothing wrong or broken with the 3.X cover rules and if it isn't broken, don't fix it!
There's not much to say about spells and magic, other than well done! We looked at the polymorph stuff above, but also just wanted to comment on:
Staves (p.106): We like the fact that a staff is now a permanent item, we have been recharging staves in our games for years so it's nice to see it in the rules. However the actual mechanics on how to recharge your staff need looking at. We know that this has been thoroughly discussed and will be addressed with Alpha 3, so are waiting to see what happens. We did have a rules question based on the 3P set up though. As it reads, a Paladin could recharge a Wizard's Staff of Dispelling. Is this intentional? We can't see that this breaks the mechanics of the game, but if this is not intentional, then it would need addressing in the recharge rules re-write.
Before wrapping up we also wanted to comment on this:
Paizo wrote:
Our group had a geekgasm at this. What a coup for Paizo! w00t! In summary we've really enjoyed being a part of the open playtest so far and will continue to post our thoughts up until it closes for the final release. If our comments on Alpha 2 seem negative, that's only because we didn't want to type "I love you Paizo, thank you!" at least once per page of the Alpha. We loved the changes so far, except for a few of the crazies that have obviously only crept in because you guys are working so hard to give us all what we want. Keep up the good work and thank you! Peace, tfad & Group James Jacobs wrote: Well... my primary concern with Psionics and the point-based system is that it essentially gives the psionic character more uses of high-level stuff. The spellcasters have limited numbers of higher level spells; they can't sacrifice their low level spells that they'd never really cast anyway to power more high level stuff. Thanks for the feedback - it's great to hear what the staff at Paizo think about the things we (customers) love. I think Azzy answered your point. Azzy wrote: There’s a problem, though, with this picture. While it’s true that a 5th-level, for example, psion is capable of manifesting more 3rd-level powers (5, at base power points per day) than a 5th-level wizard can cast 3rd-level spells (1, at base spells per level), the wizard’s lower level spells scale with caster level while a psion’s powers don’t automatically scale with manifester level (you have to pay extra power points to augment lower level powers). For instance, let’s compare a psion’s dissipating touch to the wizard’s shocking grasp. Relatively similar powers—touch attack does 1d6 damage. When cast by our example 5th-level psion and wizard, shocking grasp deals 5d6 damage using a single 1st-level slot (the equivalent of 1 power point) while the psion deals 1d6 for the same expenditure of resources. If the psion wanted to deal 5d6 damage with this power like the wizard, he’s have to spend an extra 4 power points to augment it–spending a total of 5 power points (the equivalent of a 5th-level spell slot) and still counting as a 1st-level power for minor globe of invulnerability, and related abilities. The great things about the power point system are that 1) You can choose to 'go nova' (i.e. it's an option, with draw backs) and 2) Spending points 'feels' different to spell slots. If you change the point mechanic to something similar to spells then it's a step towards the mess that is 4th Ed., where everyone's powers work the same way. I'd not be against changing from pp to something else, but that something else would have to 'feel' different from spells. I don't think 'per day' would cut it though. Psionics is great because the flavor is supported by an interesting mechanic. Like I said above, blowing all of your points in one go is an option. It's an option that is more pronounced in the psionic classes than the non-, but is still there in most of the other classes. There are drawbacks to doing so and if PCs are doing this all the time, comfortable that there'll be no more combat/use for pp that day, then it's the DM's job to mix things up a bit. No players should feel that they have 'cracked' it - there needs to be excitement and uncertainty in every good game. I have to say though, I've never played in a game where this is a problem. In fact, we've found the psion/wilder out classed by the cleric/sorcerer/wizard more than the other way around, for the point raised above by Azzy. Everyone's game is different though, as all players are people! Peace, tfad James Jacobs wrote: The problem isn't the flavor... it's the fact that psionics have a STRONG tradition of being overpowered, in EVERY edition of the game.(SNIP) Every 3rd Edition game I've been in that's incorporated psionics (and yes, I've been in more than one...) has resulted in the psionic character being very overpowered. We've not had a problem with the 3.5 stuff, yes 3.0 was broken, badly, but the 3.5 psionics worked well. If anything they're slightly below the core casters. I'm interested to know if you think there is a problem with the balance here. If so, then kinda like the Alphas and the open playtest, perhaps some of the psionic fans on the boards could help suggest some fixes.Peace, tfad Kirth Gersen wrote: In fact, the bloodline mechanic provides a hige potential "hook" for storytelling by adventure-writers; it seems like Nick Logue could keep us reeling for days with the types of bloodlines his warped imagination would come up with. You're right. I'm scared. Let's move on before Nick Logue turns up and proves it.... ;P tfad Mike McArtor wrote:
I'd like to throw a vote in for not making every organization that has a name into a PrC. There really isn't any need and it's quickly crossing into the rules bloat/unseen mechanics problems territory. Also it seems a double waste after all of the effort Paizo are putting into the base classes. Bloatmages do rock though! On toast! I don't really think they need a PrC to remain as cool as they are. I feat, I can live with, but not a whole PrC. I'd rather read an awesome short story or something about the Bloatmages than have another PrC. Plus, when you start adding PrC for every organization, the members of said org. all start to have similar stat-ups and become less individual. And I like what's been done with the iconics e.g. low int. rogue etc. I'd like that sort of open mindedness to be applied to stating up all these cool things we're reading about on Golarion. Say No! to PrC! ;P Peace, tfad Taliesin Hoyle wrote: I suspect that a large part of the pressure for a new edition is financial. MtG is the top earner for Hasbro. D&D is somewhere below neopets and Mr. Potato head. emphasis mine Seriously?!? Is this true? That's awesome! I mean I wish roleplay was bigger, but who doesn't want a t-shirt that says "My hobby got scr*w'd by Mr. Potato Head!" or "Dragon vs. Potato Head! Round 1 !" I'd totally wear those shirts.... ;p Peace, tfad I got my hands on it! In a word - AWESOME! So much so, that my wife and I immediately ordered 2 for our friends and started planning our next campaign! I'm gonna open out the map and read it again later, putting the countries in relation to each other. It was quite hard to read though, and I had to keep stopping as the book was making my mind bubble over with ideas and I wasn't taking in what I was reading. :) Well done! I'm put off of typing a review, given my past experiences trying to get that thing to work, but ***** stars! I want more stuff about the other planets and I want it now! Yours excitedly ;P tfad Disenchanter wrote:
I just read this - I can't believe how abusive to us/Paizo they're being over there! And look at some of the poster's signatures! Just.... wow. Not safe for work? Shouldn't that be 'not safe for anyone, ever'. Maybe if Frank and K were more used to this type of board, well, that could be the reason they thought to behave the way they did. Peace, tfad Pete Apple wrote: Plans to introduce some “sword and planet” into PF as they move along. “John Carter”. Golarian is just one world – idea of the “red planet” and “green planet”. Even ruined wastelands like Dark Sun. Dark Sun might be on something like the red planet. Yes! Yes! Yes! Thanks for posting the report - makes for great reading, shame I wasn't there! tfad Robert Little wrote: (Blade II, blech) I could be wrong, but I'm sure that I read he did everything the suits wanted for Blade II, in order to have the freedom he wanted for Hellboy. Put me and my wife into the 'loved Hellboy/couldn't stand Blade II' camp. Also, was I dreaming or was that Cat from Red Dwarf in Blade II? Peace, tfad bugleyman wrote: KHANNNNNNNNNN! Exactly how I feel! Razz wrote: These multiclass rules are RESTRICTIVE. If I want a Ranger 5/Rogue 5/Fighter 10, I should be able to have that. 4E is becoming as restrictive as 2e, it seems. Can we not equate the glorious days of my childhood and 2nd Ed. with 4E please? ;p Seriously though, I like to keep up to date on the 4E reveals as they happen, but I've refused to buy anything WotC since the cancellation of Dungeon and Dragon magazines. The more I see, the more I shake my head. I saw the preview they did with the 'power cards' and, combined with a bunch of miniatures on a beautifully painted battle mat, just makes me think "Heroquest" in the worst possible way.
I can't equally split my training between the priesthood and honing my larcenous talents? My arrows fire further if I aim diagonally? Seriously, WTF? (/threadjack/ How does this work in 3D e.g. in an ariel battle? Can I fire arrows further at 11 o'clock up than 10 o'clock down? /end threadjack/) tfad Thraxus wrote: The original 3.0 campaings I ran did not have the push for stat boosters. The players focused more on the items that gave them combat options or additional powers. Of course this was also largely the fact that the ability boosting spells last 1 hour/caster level under 3.0, allowing a wizard to do some long term buffs at mid to high levels. Ditto - we've been using 3.0 since it's release and, too, we've never suffered from this 'item ability boosting obsession' that seems to run through 3.5. Again, the more popular items have always been those ones that do exciting things that the players can't do themselves. Also, we were never sure what all the fuss was about the Bull Strength etc. spells being too powerful at 1hr/lvl. We've used it and it's never been broken, although I freely admit that the closest we've ever come to 'power gaming' was discussing the potential in a Pal/Sor multiclass character. ;) Set wrote:
Emphasis mine YES! No need for me to type my feelings now - all said for me, thanks to Set. /nods to Set sagely/ Peace, tfad
|
|||||||||||||||||||||||||||||||||||||||||||||
|
