Whale_Cancer |
Arenas were somewhat random. Like they had made 8 or so arenas for different types. I.e a few arenas for 1v1, 2v2, ffa, 3v3, Grand melee.
25 point buy btw. Forgot to mention that in the opening post.
The witch build mentioned upthread is good. Also, going for a pet class works well as you can avoid the glass cannon cheese for at least 1 round. I wouldn't go synthesist, since the action economy of having another body on the battlefield is more important.
Simon Legrande |
We had fun with more people then the typical DND game?
We drank and talked smack with our characters?
We had fun?
Regardless i see that this is not your preferred avenue so i would suggest that you avoid clicking topic titles that seem "WRONGBADFUN" to you in the future.
If you're responding to me, I don't see the need to get nasty. All I asked was a simple question. If you enjoyed yourselves, more power to you.
At first level the only thing you can tell in any PvP situation is who is luckier with the dice. Someone could have made a dex heavy rogue, won initiative, and killed the other person in one round just as easily as a witch could have had a failed save against slumber.
Gallyck |
Also, the number of expendables you can buy and how much time you can spend pre-buffing makes a huge difference (e.g. a PC pre-buffed with a potion or scroll of Invisibility has a huge advantage over someone who's not).
P.S. Can I spend my 500 gp on 20 guard dogs? ;-)
We had a guy who spent all his gold on squirrels. and then ran in a corner with a crossbow. It was our Comic Relief round.
hogarth |
The Rich Parents trait seems like a no-brainer. For 1400 gp, you can get a pretty nice scroll (e.g. Cloudkill, Summon Monster V, Hungry Pit). Just try to pump your initiative up as high as you can and hope you don't fail the activation check!
Or you could just stick with the tried and true 56 guard dogs. ;-)
Whale_Cancer |
The Rich Parents trait seems like a no-brainer. For 1400 gp, you can get a pretty nice scroll (e.g. Cloudkill, Summon Monster V, Hungry Pit). Just try to pump your initiative up as high as you can and hope you don't fail the activation check!
Or you could just stick with the tried and true 56 guard dogs. ;-)
Your starting cash increases to 900 gp.
"increase to" not "increases by"
Petty Alchemy RPG Superstar Season 9 Top 16 |
LazarX |
Simon Legrande wrote:So at first level all you've really done is determined who had more luck rolling dice. What did this PvP session hope to accomplish?Theorycrafting?
I like the fact that this sort of thing shows the glaring weakness of level 1 play (I'm a level 3 - 12 partisan myself).
It's not a legitimate analysis, because the game was never intended, designed, nor balanced, for PVP. (World of Warcraft is a very good example of the complexity of the issues involved in trying to balance classes for PVP and PVE.) It was designed as an exercise in cooperative play. There is something called Conflict I think, I don't recall whether it's a D20 or Pathfinder based product but it incorporates a book of rules changes for those who are into that sort of thing.
Whale_Cancer |
Whale_Cancer wrote:It's not a legitimate analysis, because the game was never intended, designed, nor balanced, for PVP. (World of Warcraft is a very good example of the complexity of the issues involved in trying to balance classes for PVP and PVE.) It was designed as an exercise in cooperative play. There is something called Conflict I think, I don't recall whether it's a D20 or Pathfinder based product but it incorporates a book of rules changes for those who are into that sort of thing.Simon Legrande wrote:So at first level all you've really done is determined who had more luck rolling dice. What did this PvP session hope to accomplish?Theorycrafting?
I like the fact that this sort of thing shows the glaring weakness of level 1 play (I'm a level 3 - 12 partisan myself).
I disagree, since NPCs with PC or NPC class levels are perfectly acceptable level 1 adversaries. CR 1 and CR 1/2 creatures, likewise, bring up the same problem. I don't see how this sort of PvP is mechanically different from encounters at APL 1.
Simon Legrande |
LazarX wrote:I disagree, since NPCs with PC or NPC class levels are perfectly acceptable level 1 adversaries. CR 1 and CR 1/2 creatures, likewise, bring up the same problem. I don't see how this sort of PvP is mechanically different from encounters at APL 1.Whale_Cancer wrote:It's not a legitimate analysis, because the game was never intended, designed, nor balanced, for PVP. (World of Warcraft is a very good example of the complexity of the issues involved in trying to balance classes for PVP and PVE.) It was designed as an exercise in cooperative play. There is something called Conflict I think, I don't recall whether it's a D20 or Pathfinder based product but it incorporates a book of rules changes for those who are into that sort of thing.Simon Legrande wrote:So at first level all you've really done is determined who had more luck rolling dice. What did this PvP session hope to accomplish?Theorycrafting?
I like the fact that this sort of thing shows the glaring weakness of level 1 play (I'm a level 3 - 12 partisan myself).
So if you had a rogue with a longspear crit for 37 points of damage on the first round would you determine that the rogue is broken for being able to do so much or awesome for being able to do so much?
Whale_Cancer |
Whale_Cancer wrote:So if you had a rogue with a longspear crit for 37 points of damage on the first round would you determine that the rogue is broken for being able to do so much or awesome for being able to do so much?LazarX wrote:I disagree, since NPCs with PC or NPC class levels are perfectly acceptable level 1 adversaries. CR 1 and CR 1/2 creatures, likewise, bring up the same problem. I don't see how this sort of PvP is mechanically different from encounters at APL 1.Whale_Cancer wrote:It's not a legitimate analysis, because the game was never intended, designed, nor balanced, for PVP. (World of Warcraft is a very good example of the complexity of the issues involved in trying to balance classes for PVP and PVE.) It was designed as an exercise in cooperative play. There is something called Conflict I think, I don't recall whether it's a D20 or Pathfinder based product but it incorporates a book of rules changes for those who are into that sort of thing.Simon Legrande wrote:So at first level all you've really done is determined who had more luck rolling dice. What did this PvP session hope to accomplish?Theorycrafting?
I like the fact that this sort of thing shows the glaring weakness of level 1 play (I'm a level 3 - 12 partisan myself).
A strawman appears! (It should also be noted I never used the term 'broken'; I was pointing out that PvP at 1st level is not fundamentally dissimilar to adventuring as suggested by LazarX).
No. My problem is a CR 1/3 Orc has a good chance of taking out many 1st level 1 PCs with a single hit (9 average damage). Level 1 play is way too swingy/random.
Simon Legrande |
A strawman appears! (It should also be noted I never used the term 'broken'; I was pointing out that PvP at 1st level is not fundamentally dissimilar to adventuring as suggested by LazarX).
No. My problem is a CR 1/3 Orc has a good chance of taking out many 1st level 1 PCs with a single hit (9 average damage). Level 1 play is way too swingy/random.
Strawman? Read the post title.
Edit: Also, you just made my point. Level 1 combat only shows who's luckier with the dice.
LazarX |
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Simon Legrande wrote:Whale_Cancer wrote:So if you had a rogue with a longspear crit for 37 points of damage on the first round would you determine that the rogue is broken for being able to do so much or awesome for being able to do so much?LazarX wrote:I disagree, since NPCs with PC or NPC class levels are perfectly acceptable level 1 adversaries. CR 1 and CR 1/2 creatures, likewise, bring up the same problem. I don't see how this sort of PvP is mechanically different from encounters at APL 1.Whale_Cancer wrote:It's not a legitimate analysis, because the game was never intended, designed, nor balanced, for PVP. (World of Warcraft is a very good example of the complexity of the issues involved in trying to balance classes for PVP and PVE.) It was designed as an exercise in cooperative play. There is something called Conflict I think, I don't recall whether it's a D20 or Pathfinder based product but it incorporates a book of rules changes for those who are into that sort of thing.Simon Legrande wrote:So at first level all you've really done is determined who had more luck rolling dice. What did this PvP session hope to accomplish?Theorycrafting?
I like the fact that this sort of thing shows the glaring weakness of level 1 play (I'm a level 3 - 12 partisan myself).
A strawman appears! (It should also be noted I never used the term 'broken'; I was pointing out that PvP at 1st level is not fundamentally dissimilar to adventuring as suggested by LazarX).
No. My problem is a CR 1/3 Orc has a good chance of taking out many 1st level 1 PCs with a single hit (9 average damage). Level 1 play is way too swingy/random.
Managing first level play is a two way street. It's all about the DM and his players. Is first level play risky? Sure it is... but the bulk of players seem to get through it just fine. If anything, High level play is much more of a rocket tag game than first.
Thalin |
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I'd go for Dwarven Barbarian personnaly.
Str: 18
Int: 7
Wis: 14
Dex: 12
Con: 18
Chr: 5
Steely Soul 1st level feat. Gives me +6 total will against most save or die casters (+8 if raging), and I'd have 16 hp vs fighting types. Rage with Greatsword would do 2d6 + 9 at +7 to hit (d6+9 chucking spears if they get out of range), which makes me a 1-hit killer for any other 1st levelers.
AC: 16. HP: 16. 2d6 + 9 damage.
Really it just comes down to what 1-turn kill you go for; save-or-die, big slash, etc. This guy would just have the highest likelyhood of surviving someone else's 1-turn kill, with great saves and a 1-turn kill of his own.
LazarX |
LazarX wrote:I disagree, since NPCs with PC or NPC class levels are perfectly acceptable level 1 adversaries. CR 1 and CR 1/2 creatures, likewise, bring up the same problem. I don't see how this sort of PvP is mechanically different from encounters at APL 1.Whale_Cancer wrote:It's not a legitimate analysis, because the game was never intended, designed, nor balanced, for PVP. (World of Warcraft is a very good example of the complexity of the issues involved in trying to balance classes for PVP and PVE.) It was designed as an exercise in cooperative play. There is something called Conflict I think, I don't recall whether it's a D20 or Pathfinder based product but it incorporates a book of rules changes for those who are into that sort of thing.Simon Legrande wrote:So at first level all you've really done is determined who had more luck rolling dice. What did this PvP session hope to accomplish?Theorycrafting?
I like the fact that this sort of thing shows the glaring weakness of level 1 play (I'm a level 3 - 12 partisan myself).
Like I've always said to my players. "I'm not trying to kill your characters, the monsters are." Those who don't see the subtle but important difference, have a problem. It's not DM vs. Players in a proper game, so it's not PVP. It's knowing when your monsters should be smart and optimised and when they shouldn't be. Not every grunt should be Captain America.... that's what the PCs are for.
Whale_Cancer |
Managing first level play is a two way street. It's all about the DM and his players. Is first level play risky? Sure it is... but the bulk of players seem to get through it just fine. If anything, High level play is much more of a rocket tag game than first.
In low level games I have been in, I suspect a lot of DM fudging to get people to survive by the book APL balanced encounters.
In low level games I have run, there was a high attrition rate. Now I only start games at level 3.
High level play is very problematic, I agree with that. Of course, what exactly constitutes high level play differs from person to person. Personally, I feel the game starts seriously breaking down at level 12 which is why I cap things there.
Whale_Cancer |
Whale_Cancer wrote:Like I've always said to my players. "I'm not trying to kill your characters, the monsters are." Those who don't see the subtle but important difference, have a problem. It's not DM vs. Players in a proper game, so it's not PVP. It's knowing when your monsters should be smart and optimised and when they shouldn't be. Not every grunt should be Captain America.... that's what the PCs are for.LazarX wrote:I disagree, since NPCs with PC or NPC class levels are perfectly acceptable level 1 adversaries. CR 1 and CR 1/2 creatures, likewise, bring up the same problem. I don't see how this sort of PvP is mechanically different from encounters at APL 1.Whale_Cancer wrote:It's not a legitimate analysis, because the game was never intended, designed, nor balanced, for PVP. (World of Warcraft is a very good example of the complexity of the issues involved in trying to balance classes for PVP and PVE.) It was designed as an exercise in cooperative play. There is something called Conflict I think, I don't recall whether it's a D20 or Pathfinder based product but it incorporates a book of rules changes for those who are into that sort of thing.Simon Legrande wrote:So at first level all you've really done is determined who had more luck rolling dice. What did this PvP session hope to accomplish?Theorycrafting?
I like the fact that this sort of thing shows the glaring weakness of level 1 play (I'm a level 3 - 12 partisan myself).
Sure, but a squad of 4 level 1 warriors who confront the 4 PCs shouldn't be terribly different in mentality than the PCs. They want to survive the fight, they have an enemy to kill, they should employ tactics, etc.,
LazarX |
LazarX wrote:Sure, but a squad of 4 level 1 warriors who confront the 4 PCs shouldn't be terribly different in mentality than the PCs. They want to survive the fight, they have an enemy to kill, they should employ tactics, etc.,Whale_Cancer wrote:Like I've always said to my players. "I'm not trying to kill your characters, the monsters are." Those who don't see the subtle but important difference, have a problem. It's not DM vs. Players in a proper game, so it's not PVP. It's knowing when your monsters should be smart and optimised and when they shouldn't be. Not every grunt should be Captain America.... that's what the PCs are for.LazarX wrote:I disagree, since NPCs with PC or NPC class levels are perfectly acceptable level 1 adversaries. CR 1 and CR 1/2 creatures, likewise, bring up the same problem. I don't see how this sort of PvP is mechanically different from encounters at APL 1.Whale_Cancer wrote:It's not a legitimate analysis, because the game was never intended, designed, nor balanced, for PVP. (World of Warcraft is a very good example of the complexity of the issues involved in trying to balance classes for PVP and PVE.) It was designed as an exercise in cooperative play. There is something called Conflict I think, I don't recall whether it's a D20 or Pathfinder based product but it incorporates a book of rules changes for those who are into that sort of thing.Simon Legrande wrote:So at first level all you've really done is determined who had more luck rolling dice. What did this PvP session hope to accomplish?Theorycrafting?
I like the fact that this sort of thing shows the glaring weakness of level 1 play (I'm a level 3 - 12 partisan myself).
Yes..it means they get to use THEIR smarts, not mine. That's the difference of being a DM as opposed to being a player. The average lab tech grunt is not Tony Stark, and the average Mook is not Captain America. The art of DMing involved neccessary compartmentalisation. It means that the grunts don't get to peak into what YOU know about the plaeyrs, they use the means they have, and the tactics they know. Do you at least acknowledge the necessary difference? For those grunts, part of those optional tactics is cutting their losses and running when they realise that the PC's aren't the typical commoners they're used to intimidating.
If you can't make that bit of compartmentalization as a DM, you don't belong in the big chair.
Wind Chime |
For the first level a Human Gendarme Cavalier will do the most damage (assuming no tight spaces). With 20 strength and 3x damage you end up with something on the lines of
AB: 10 (+1 challenge, +1 masterwork lance +2 charge)
3d8+21
Which should be more than enough to burn any level appropriate threat. Give him a potion of truestrike and he will dismember anything in his path in two rounds.
Chris Lambertz Digital Products Assistant |
Sir Thugsalot |
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1) Sleep can drop the entire opposition if all roll poorly.
2) barbarians will auto-drop most opponents.
3) Lance charges will auto-drop most opponents.
4) Rapid-shot/Flurry/TWF will drop most double-tapped opponents.
I'd go with an elf paladin on warhorse: he'll be immune to Sleep or Slumber and have a racial defense against other magic.
Basically just tank and kill with four attacks vs any adjacent. Feat: Mounted Combat.
Sir Thugsalot |
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A level 1 human Order of the Sword Cavalier can reach Are You Kidding Me, Really levels of damage (+9 to hit, 1d8+11x2/x4) pretty easily.
Gendarme is the (only?) cavalier route to three feats at 1st level (for Spirited Charge), but you need four feats to pull off the -1att/+6dmg 2h Power Attack/Spirited Charge lance exploit....
...not seeing how x4 comes about at 1st (unless we're talking unlikely crits).
Sir Thugsalot |
Not all samurai are honorable, because not all "samurai" are samurai....
STR+20 INT:08
DEX:12 WIS:10
CON:18 CHA:07
Race: half-orc
Trait: Berserker of the Society
Class: Barbarian [Mounted Fury], Rage rounds: 9
Feat: Power Attack
Skills: Perception +4, Ride +5, Handle Animal +2
Equipment: Heavy War Horse (300), Four-mirror armor (45), Kikko barding (120), lance (10), greatclub (free), club (free)
AC: 17/15 raging, 12/10 touch, 17/15 flat; +4 (use mount as cover)
AC (mount): 20
HP 17, 19 raging (subtract 1hp is wish extra round rage instead)
Move: 30
Move (mount): 60
Rules Exploit: most of these one-off tourneys feature free healing; all that matters is being the last person standing in your contest. The Orc ferocity traits basically gives you an extra turn after going negative, meaning you have another chance to crush your opponent and THEN drop. So, no worries if you roll lousy in the first round and then the enemy gets a crit good enough to put you under zero.
Damage: enough to splatter anything in one hit....
Raging charge Power Attack bonus: 5+2(STR+rage)+2(charge)-1(PA)+1(mounted) = +9
Raging charge Power Attack two-handed lance damage: 2x[1d8+7(STR)+3(2H)+3(2hPA)] = ~35 (28 minimum)
...with 19hp, the ability to auto-slay *anything* we hit on a charge, a mount with AC which makes attacking it impractical, and the ability to keep chugging after a wound grievous enough to drop anyone else, basically the only melee build which stands a change is our doppelganger.
Heavy War Horse:
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
Defense
AC 15 (20 in barding), touch 11, flat-footed 9 (14 barding) (+4 Dex, +2 NA, –1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
Offense
Speed 50 ft.
Melee bite +6 (1d4+5), 2 hooves +6 (1d6+5)
Space 10 ft.; Reach 5 ft.
Statistics
Str 20, Dex 18, Con 21, Int 6, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Acrobatics +4 (jump +16), Perception +8
SQ: Combat Trained
Thanis Kartaleon |
Thanis Kartaleon wrote:A level 1 human Order of the Sword Cavalier can reach Are You Kidding Me, Really levels of damage (+9 to hit, 1d8+11x2/x4) pretty easily.Gendarme is the (only?) cavalier route to three feats at 1st level (for Spirited Charge), but you need four feats to pull off the -1att/+6dmg 2h Power Attack/Spirited Charge lance exploit....
...not seeing how x4 comes about at 1st (unless we're talking unlikely crits).
Lances always deal double damage on a charge, and do x3 damage on a (non-charge) critical. The posted math was for a charge, so x2 normal, x4 critical. That's not including Spirited Charge. The feats I chose for this build were Power Attack and Furious Focus. At some point I'll stat the character up at level 7, with Spirited Charge for x3/x5 while riding a tyrannosaurus (Beast Rider archetype). PFS friendly, too!
soupturtle |
I'd build a mounted archer. Stay out of charge range, stay out of slumber/color spray range and shoot arrows at them until they drop. As long as the arena is set up so that they cannot charge/save-or-suck you in the first round (or you win initiative), and there's enough space to stay away, you should be set. Since your enemy is likely to decide to shoot back at some point, you do need to be better at ranged combat than them though. Thus, I'd go for:
Halfling fighter.
Ability scores: str 16-2, dex 16+2, con 14, int 7, wis 12, cha 10+2
Alternate racial traits: fleet of foot & adaptable luck
Trait: animal friend
Feats: rapid shot, point blank shot
Gear: riding dog (150), 2 str composite longbow (300), hide armor (15), lance (10), quarterstaff, club, wooden stake, sling (free), leather barding (20)
Skills: handle animal +5
AC: 19, HP: 13, Saves +4, +4, +4 (add +2 to one per day)
Attack: longbow +4/+4 (1d6+2) (+1 to attack and damage within 30 feet)
or: longbow +6 (1d6+2) (+1 to attack and damage within 30 feet)
or: lance charge +5 (2d6+6)
The fleet of foot trait makes it so that you don't need the mount to be impossible to get to for anyone in medium/heavy armor. With the lance you can do a pretty solid charge if you decide that's what needed (2d6+6 is nothing to laugh at at level 1), but most of the time you of course want your dog to move around while you shoot arrows from its back. You don't have a brilliant chance to hit, but will probably hit most opponents about half the time (so once on a full attack on average), dropping even a 16 con barbarian in 3 hits on average.
soupturtle |
I would set the arena up so that the combatants are at least 100ft away at the start, or have something like a low wall in between them. Something to stop initiative being all-important, anyway. That way initiative is still a tactical advantage, but doesn't let you kill the other guy before they act (unless you're an archer with rapid shot, maybe...).
Yes, any character can be mounted. I'm not sure what you wish to say by that. The point of my character is to stay out of the range of the other character, or their mount, while shooting them. While many other characters may be mounted, not many will have a composite longbow (horses are expensive), high dexterity and the rapid shot feat. So as long as my character can prevent being charged or casted at (and note that color spray and the slumber hex are both short range, while sleep takes a full round to cast) he should have a good shot of winning the ranged battle he'll try to make it into.
If you know the arena will be nice and open my character would be better as a human cavalier, by the way, as that way he could spend more money on his equipment. But I decided to go for a small character, as a medium mount gives more options when the terrain isn't a big open plain.
soupturtle |
The problem is that your roc probably won't be able to kill anything very easily. That said, it might be an excellent way to get over the one round casting time of sleep, as most enemies are going to have a hard time hitting you to disturb the spell when you're 80 feet up (and sitting on a roc probably gives cover from things below you). Just hope you're not fighting a (half-)elf.
That might also make a nice mounted archer, come to think of it. Although a halfling sorcerer/druid cannot get any good archery feats, so he'd be destroyed by a more competent archer.
Titania, the Summer Queen |
Of course you would set up your arena to benefit you. However all melee'r needs to do is double move to become adjacent. Then aoo you. The caster just needs to have obscuring mist up and that effectively blocks your attacks. While his combat trained sure bat locates you. The ranged character is the easiest to nullify.