
LoneKnave |
Just a note, you kinda ignore the second part of his point; if optimization is an unstoppable force then everyone would already only play a handful of builds. Since this is not the case (at least, some people still insist playing rogues for some reason), it stands to reason that even if more options would be given, player variety would remain the same.
Think about it: let's say a strictly superior piranha strike comes out that works for one handed finesse weapons, not just light.
Diversity would not suffer because it would just replace the same feat. You technically lost one thing but got an equally interesting choice. Things would not get less diverse (they could possibly get more diverse now that 13STR for PA is not mandatory on every melee build).
And that was the a worst case scenario with a strictly superior option.
Accessing a piddly buff spell (that can already be accessed anyway) is not going to upset anything. Hell, Arcane casters can already access the entire divine list if they want to, and yet people still play those classes, so I'm pretty sure that's a good point against restricting that as well.

Simon Legrande |

As for why this is worth talking about here, in this sub-forum, in this particular way: This is basically the only way to actually confront some of the assumptions directly. For example, the parts I've bolded in your post - the first is essentially saying that there is no need to adjust the rules because the rules already allow people to do what they want, while the second is saying making this change should be considered a house-rule, or an alternate magic system. Clearly, those two statements are at odds with each other, right? Either it is allowed by the rules, or it isn't. I contend that in essence, it is. If the discussion were moved to Suggestions and House Rules, that would remove from the discussion the tension between the feeling that what I'm advocating is some radical, wild-eyed nonsense, and the fact that textually, according to the rules, it really isn't. That cognitive dissonance is immensely valuable as a lever for prying apart the underlying assumptions people have about how the game should be played.
Happily, neither did anyone else in this particular thread, since the OP's request and the follow on proposals in this thread, including my own, are minor, reasonable, and not at all radical given how closely they already hew to the RAW.
Note the bold - this is exactly, 100% true, which proves that the fear of radical changes with sweeping implications is unfounded. If you can already do it within the structure of the rules, then at worst this is merely an incremental change (if that). As far as Paizo making the actual text change, I agree that it's not highly likely, but only because it's probably so narrow a change it's not worth spending developer and editor time on vetting the precise wording. I do think that the example of the Hunter's "spell list" in the ACG is a reasonable facsimile for what was advocated earlier as a sort of "Nature" list, so again, I think Paizo isn't as far away from what I'm advocating as you might think.
In any case, it still boggles my mind that what I'm saying is considered so radical. Here's a specific example of the kind of rules text change I'm asking for:
Maybe the problem is your use of loaded language and not necessarily your message. If you're intent on claiming to be the voice of sanity while implying that those who disagree are nutjob traditionalists who hate and fear change, I can't see the conversation going anywhere but along the rails it's been on for the past 50ish posts.

MrTsFloatinghead |
Simple mathematics can demonstrate that the number of possible builds increases as you add options. You would need far more complex algorithms to determine if the number of top tier builds has increased, remained the same, or even decreased.
No, really, it doesn't take any kind of complex algorithms. It simply takes understanding that if you define optimal as "best overall build", or even "best overall build per class", then by definition there is only one optimal build (or one per class), and so it is impossible to reduce that number. (This, btw, is the definition you are using below).
If, instead, you define optimal contextually (as in, "best for the player's concept", or "most efficient for this party", etc.), then it's not the number of options that determines the number of viable builds, it's the number of unique contexts to which those options are applied that does.
Optimization is the art of culling available options and discarding everything except "the best" combinations. If a new feat or ability is markedly more powerful or versatile than an older set of options, a large portion of the population will gravitate towards that option, decreasing the number of builds that are viewed as viable.
I think before I go any further, it's worth noting (again) that you seem to be responding to my position as if it were "All classes should get all options all the time", which is not what I'm saying, nor even is it a logical extrapolation of what I'm saying.
Even so, you are still assuming that optimal has a stable definition across the entire player-base, and ignoring the fact that people don't make choices about their characters in a vacuum. Let's say, for example, that you really did just say "Screw it, all casters can learn any spell they want." Consider that constraints on spell books, number of spells known, and number of slots per day will still necessarily cause trade offs, especially in the context of a party of characters.
As a thought experiment, let's suppose that in the extreme case outlined above (all casters get all spells on their spell list, always) that there exists a spell "X" that is unquestionably the best possible individual spell at level 1. Clearly, every caster will take that spell, right? Well, not so fast. Let's say the wizard takes that spell - suddenly it's potentially a less optimal option for the bard, since the party already has access to "X", and duplicating that is likely an inefficient use of the bard's limited spells known. Going the other way, if the bard takes "X", then even if the wizard has "X" in his/her spell book, it doesn't make much sense to prepare it, since again it would be an inefficient use of the wizard's limited spell slots.
The implication is that the more complexity you add to your model of the choices players are likely to make in the real world, the more you find forces that will tend to drive selections towards variety, not homogeneity. Your conception that a "complex algorithm" would show a reduction in viable builds seems, paradoxically, to be built on a much simpler definition of what "optimal" really means (effectiveness in combat in a vacuum), as well as an assumption that the number of current builds that are "optimal" under your definition is currently greater than one (or maybe one per class).

Tequila Sunrise |

Tequila Sunrise wrote:, how many DMs do you think seriously entertain...Every one I've ever gamed with, soo ...three (four counting me!).
I again congratulate you on your great fortune to know such cool DMs, and your own liberal attitude! But the question I posed is: Judging from the responses to the OP of this thread, how many DMs do you think seriously entertain spell requests?

MrTsFloatinghead |
Maybe the problem is your use of loaded language and not necessarily your message. If you're intent on claiming to be the voice of sanity while implying that those who disagree are nutjob traditionalists who hate and fear change, I can't see the conversation going anywhere but along the rails it's been on for the past 50ish posts.
So, wait, when I respond to claims that I am unreasonable by asserting that I am not, in fact, unreasonable, that constitutes "loaded" language? Seriously - take another look at what you've highlighted. I'm asserting that I am NOT a wild-eyed radical (i.e. not unreasonable, as was claimed in the post I was responding to), and explaining why I feel the characterization that my suggestions would have a sweeping negative impact on the game to be unfounded. That is not an attack, that is a disagreement backed by an explanation of why I feel my reasoning is superior.
No, you know what? Even if my language does strike you as loaded, that doesn't mean I'm wrong about who is responsible for preventing useful discussion from happening. Whatever flaws you may find in my posting style, it should be pretty obvious that I'm trying to consistently explain and defend my position, yet what I seem to be getting in return is a lot of bald assertions without any substantive engagement and attempts to silence the discussion by appealing to "wrong forum" and "wrong speech" deflections. The most frustrating thing is that I even put a specific proposed wording out there to try to focus the discussion, and not ONE of the following posters has bothered to actually engage with it.
So, in another good faith attempt to move the discussion forward, let me try again. My suggestion is that Paizo should alter the text regarding the bard's class spell lists as follows:
"Bards cast arcane spells based on their spells known, which are selected from the bard's spell list, which represents the spells with which the bard has enough potential natural aptitude to learn to cast. Below is a sample spell list for a bard. Players may use this list, or may work with a GM to create their own limited spell list from which to choose spells known."
Is this meaningfully distinct from the rules as they currently are? If so, why? If not, what do you think is the reason why so many people resist customizing spell lists, both in terms of players asking, and GMs saying yes? What do the answers to these questions say about the underlying assumptions people make about the game, and are those assumptions necessarily the best ones for the game?

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Just a note, you kinda ignore the second part of his point; if optimization is an unstoppable force then everyone would already only play a handful of builds. Since this is not the case (at least, some people still insist playing rogues for some reason), it stands to reason that even if more options would be given, player variety would remain the same.
Think about it: let's say a strictly superior piranha strike comes out that works for one handed finesse weapons, not just light.
What would happen if you released a new version of power attack that had no strength requirement, worked with all weapons, and had no to-hit penalty?
No optimizer would ever use power attack or piranha strike. The number of feats viewed as viable has decreased.
It may seem counter intuitive that adding options can decrease diversity, but it is a commonly occurring problem.

LoneKnave |
Considering it does the same thing as PA and PS, only better, it wouldn't actually decrease variety. Unless you think having different words on the character sheet makes a character different, not having different capabilities. It's the same dumb damage-up feat tax no matter how you look at it.
And actually, right now very select few builds actually use PS, and literally everyone tries to get PA instead anyway, so... yeah, this is kinda the case already.

MrTsFloatinghead |
LoneKnave wrote:Just a note, you kinda ignore the second part of his point; if optimization is an unstoppable force then everyone would already only play a handful of builds. Since this is not the case (at least, some people still insist playing rogues for some reason), it stands to reason that even if more options would be given, player variety would remain the same.
Think about it: let's say a strictly superior piranha strike comes out that works for one handed finesse weapons, not just light.
What would happen if you released a new version of power attack that had no strength requirement, worked with all weapons, and had no to-hit penalty?
No optimizer would ever use power attack or piranha strike. The number of feats viewed as viable has decreased.
It may seem counter intuitive that adding options can decrease diversity, but it is a commonly occurring problem.
No, the number of optimal feats stayed the same - one. Either the "best" build right now uses power attack, or else it uses piranha strike. I suspect the former, but it doesn't really matter. Either way, adding a feat like you propose would not change the number of viable characters, it would at worst be a one to one replacement. If your argument is that both Dex and Str based characters would use the same feat, that's possibly true, but inherent in that argument is the admission that people will have an easier time developing their different builds, which again would seem to increase diversity in overall characters. Stats wouldn't have to hit that magic "13" in order to qualify for the feat, so there is more potential freedom there as well.
Also, again, nobody in this thread is advocating anything like the feat you are proposing. Zero people have supported the idea of simply doing away with limits altogether, and I've already shown how the presence of those other limits (spell slots, spells known, etc) act to increase diversity even if everyone is a purely combat focused optimizer.
It really seems like your argument is fixated on the idea that if we increase the availability of existing options, that automatically makes one of those existing options better than everything else. I don't see why that is the case, or why giving more people access to the best option decreases the number of viable characters, nor why the existence of such an obvious outlier is a warrant for denying people options overall, instead of just fixing the one outlier option so that it is no longer a problem.

blahpers |

Durngrun Stonebreaker wrote:I again congratulate you on your great fortune to know such cool DMs, and your own liberal attitude! But the question I posed is: Judging from the responses to the OP of this thread, how many DMs do you think seriously entertain spell requests?Tequila Sunrise wrote:, how many DMs do you think seriously entertain...Every one I've ever gamed with, soo ...three (four counting me!).
I wouldn't draw any such conclusions. Resisting an actual change to the written rules does not imply resistance to adapting those rules to better fit a specific table. I've tossed whole swaths of rules out (e.g., alignment) but it would be pretty arrogant of me to ask Paizo to do the same to their current product line when they've clearly invested a lot of their metaphysical design into the rule set.
But in any case, what of it? If your GM says "no", tough cookies. Get a more cooperative GM or learn to work within the boundaries set by the table--or GM a game yourself and show how awesome it is to use your idea of what the rules should be like.

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I'll give you my answers if you'd like...
Your answers make sense, but they seem to rely heavily on your intuition as an experienced GM and aren't much help to a newer GM or one who is hesitant to take the responsibility for resulting arbitrariness on themselves rather than leave it with the RAW. A more systematic set of guidelines, similar to those for magic item creation in Ultimate Campaign, might include:
- Look first for similar spells already on the class list, both mechanically and in terms of theme. Similar spells (Abundant Ammunition and Gravity Bow are archery, Heroism and Gravity Bow boost damage, Abadar's Truthtellling and Zone of Truth prevent lies) can be added without worry, while dissimilar spells require more consideration.
- Do similar kinds of characters have the spell on their list? Shield (possessed by sorcerers, wizards, alchemists, summoners, and magi) is more suitable for a witch than a paladin. (Note: it also shows up on the Bloodrager list, presumably because it's a combat-oriented sorcerer spell.)
- Can you make a substitution? Swapping Summon Nature's Ally for Summon Monster, or the Planar Ally Spells for Planar Binding, are low-impact changes. If you want to be more daring, you can even swap out entire schools, like giving a Celestial Bloodline sorcerer all conjuration (healing) spells on the cleric list in exchange for being unable to use necromancy or evocation like a normal sorcerer. This maintains some level of fair exchange.
- Classes are to some extent balanced using specialization: one class (or character) shouldn't be the best at everything. When allowing new spells, consider whether the addition gives the character a wider range of options in day to day play (as opposed to while building the character). In particular, does it step on another party member's toes by duplicating or overshadowing one of their character's abilities? Spell list changes shouldn't be used to steal another PC's spotlight - though they could move a spotlight away from the class's traditional territory.
- If you're uncertain but the player has a strong concept, consider allowing the spell "on probation:" allow it on condition that the player stop using the spell if it becomes problematic. In most cases, it won't be.
Creating spells like that section in both Bards and Sorcerers talks about is a well established but poorly outlined mechanic in the rules. Expect table variation.
...yes, but creating spells was incidental to that section. The main point is about adding existing spells to the list of a class that doesn't typically have those spells. Creating new spells was only relevant as a possible interaction with the "adding unusual spells to a list" rule.
Optimization is the art of culling available options and discarding everything except "the best" combinations. If a new feat or ability is markedly more powerful or versatile than an older set of options, a large portion of the population will gravitate towards that option, decreasing the number of builds that are viewed as viable.
1) If the new ability is not markedly more powerful or versatile than the previous options, then optimizers will not gravitate towards that option (at least not more than towards current options).
2) A large portion of the population doesn't mean all the population, or even a single person at a given table. Thus your argument does not hold at a table with a low desire for optimization.

RMcD |
If I was doing it I would have a big list of all spells, first sort them alphabetically.
Then I would sort them by level.
Then I would assign them to classes. (such that the list would read:
Air Bubble - Cleric, Paladin, Wizard, Arcanist
Alter Winds - Druid, Alchemist
No class would get a spell at an earlier level than another class without specific class features (like select one 2nd level spell available to Bards, Clerics and treat it as a 1st level spell) having a ton of different spell lists is pretty dumb, there's got to be a better way of restricting power (like granting access to spell levels at a later date).
The one flaw I might agree on is that instead of classes in some cases you could have Class (Sphere) or Class (Domain), not really a flaw more extrapolation though

Tequila Sunrise |

Tequila Sunrise wrote:I wouldn't draw any such conclusions. Resisting an actual change to the written rules does not imply resistance to adapting those rules to better fit a specific table. I've tossed whole swaths of rules out (e.g., alignment) but it would be pretty arrogant of me to ask Paizo to do the same to their current product line when they've clearly invested a lot of their metaphysical design into the rule set.Durngrun Stonebreaker wrote:I again congratulate you on your great fortune to know such cool DMs, and your own liberal attitude! But the question I posed is: Judging from the responses to the OP of this thread, how many DMs do you think seriously entertain spell requests?Tequila Sunrise wrote:, how many DMs do you think seriously entertain...Every one I've ever gamed with, soo ...three (four counting me!).
Here are some snippets from the thread's first two pages:
I wish the entire internet had a downvote button.
I'm not going to explain the concept of specialized fields of knowledge, but I will humorously picture you fuming at a hospital. If you want gravity bow, take levels in a class that can get it.
If only there was some way that spell lists could just be modified to taste. It sucks that the Paizo team said "here's the rules, you better not alter them!" I had to buy a new CRB when my first one burst into flames the second I changed a rule I didn't like. I'm afraid to use the PRD now because I don't want my computer to explode.
The problem with limited spell lists is then every character will tend to have the same spells. This is the way it was in 1st edition when there were only 4 spell lists. You had cleric, magic user, druid and illusionist spells. Paladins got cleric spells; rangers used both magic user and druid. Bards were a weird case where you had to start as fighter, then go thief, and then could become a bard; who gets druid spells.
This usually meant that similar characters had the same spells. This also created the situation where you had to have certain classes. This is where the idea of the standard party of fighter, cleric, magic user, and thief comes from. I for one am glad that has changed. Now if no one wants to play a cleric his role can be covered by multiple other classes. Doing away with specialized spell lists would mean that would no longer be the same.
Just speak with your GM, geez christ, The rules are just guidelines, unless it is a PFS PC, and you're screwed xD
Eldritch Knight and Magus...
Your welcome...
As a GM I would see no reason for the Bard to have gravity bow. It's a measly 2.5 average damage increase that can't be critical to your character concept.
It's called Rule Zero.
I think it's not really a big deal. If there was one single spell that I desperately needed, there are numerous ways to get it: the vast majority of which involve actually making efforts to go get what you want, instead of expecting it to come to you.
Not that I consider Gravity Bow, or Lead Blades, or Strongjaw, or any such feat to be really important for a martial character of any sort. Damage dice are mostly irrelevant, anyway, as most damage will always come from static bonuses. There are much more important things to be using spell slots on.
Because. Those are the rules of the game you are playing. The completely arbitrary rules of the game you are playing. Someone, somewhere, decided those are the rules and that's all there is to it. You should not be surprised to find arbitrary rules in games, they are a part of every game we play.
I didn't see any of them say "But yeah, I'd totally let your bard learn Gravity Bow." Or even that they'd hypothetically give it earnest consideration. Some of them even attest to the contrary. Maybe they'll repost to restore my faith in the Paizo community though.
But in any case, what of it? If your GM says "no", tough cookies. Get a more cooperative GM or learn to work within the boundaries set by the table--or GM a game yourself and show how awesome it is to use your idea of what the rules should be like.
Well of course most of us can take a tough cookie, and eat it. I know I have in the past, and I'm sure most of us here have too. Restating the obvious doesn't make the RAW any less influential on DMs, or this topic any less worthy of discussion.
Really, with so many DMs being reluctant to make house rule judgments upon player request, it should be downright obvious why having a clear and consistent set of RAW is important.

Knight Magenta |

An example of how more options can decrease diversity:
Say I add a feat that says: your ranged hits automatically threaten criticals. Ranged characters are already strong, but at this point there is no reason to play any melee damage dealer. Diversity is lost.
On the other hand it is not the case that there is one optimal build. Since your goal is 'defeat the monsters' not 'max dpr' you can for example, buff allies or debuff enemies or controll the battlefield, or be really good against undead, etc...

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An example of how more options can decrease diversity:
Say I add a feat that says: your ranged hits automatically threaten criticals. Ranged characters are already strong, but at this point there is no reason to play any melee damage dealer. Diversity is lost.
On the other hand it is not the case that there is one optimal build. Since your goal is 'defeat the monsters' not 'max dpr' you can for example, buff allies or debuff enemies or controll the battlefield, or be really good against undead, etc...
I'm going to use Dervish Dance as a case in point to back you up. There may have at one point been the thought that the magus would be an interesting and diverse class. This one feat (Dervish Dance) caused 90% of all characters with most of their levels in magus to play the "One True Magus". Magus is no longer a class; it is a prebuilt character that wields a scimitar and shocking grasp.

LoneKnave |
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Really? I got them from a guide to the hexcrafter actually.
I even forgot about the myrmidarch blackblade gunblader maguses, which are a favorite of mine. Oh, and Klar-skirnirs. Possibly Klar-blackblade-skirnirs.
Hell, the ACG is another great argument FOR stronger options, as now maguses with non-scimitar weapons suddenly have viable ways of getting dex to damage, further increasing their diversity.
So if dervish dance was stronger (affect more weapons) from the get go, we'd have seen more magus builds to begin with.
In fact, if the Magus himself was "stronger" and wasn't tied so heavily to one-handing as a drawback, we'd see even more viable builds for it.

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All I'm trying to prove is that adding more options doesn't mean more diversity. It can, but they aren't directly comparable. Some options reduce diversity, at least in specific sub-sets. Whenever something is added, careful consideration has to be made as to how it interacts with the options already available.

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No, the number of optimal feats stayed the same - one. Either the "best" build right now uses power attack, or else it uses piranha strike. I suspect the former, but it doesn't really matter. Either way, adding a feat like you propose would not change the number of viable characters, it would at worst be a one to one replacement. If your argument is that both Dex and Str based characters would use the same feat, that's possibly true, but inherent in that argument is the admission that people will have an easier time developing their different builds, which again would seem to increase diversity in overall characters. Stats wouldn't have to hit that magic "13" in order to qualify for the feat, so there is more potential freedom there as well.
The number of optimal feats has changed. Before there were two discrete feats. Which was used depended on build. Now there is only a single optimal feat, used for both builds.

LoneKnave |
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And that is bad how?
Very few builds use piranha strike already. If the feat does the same thing, it's just a cosmetic difference, isn't it?
Or you think if there were 3 power attacks, 1 for piercing, 1 for slashing, and one for blunt, that'd make builds more diverse?
Hell, you know what, throw deadly aim into the mix as well. Now switch hitters have an extra feat to pick from and can diversify themselves sooner.

MrTsFloatinghead |
The number of optimal feats has changed. Before there were two discrete feats. Which was used depended on build. Now there is only a single optimal feat, used for both builds.
A) I'm not talking about creating entirely new feats or spells that obviously obsolete older options. I'm talking about increasing access to the options that already exist. I have pointed this out every single time I've responded to you. This is also why Riuken and Knight Magenta's "examples" aren't actually relevant. I'm talking about making a minor text change to remove a psychological (not even actual RAW) barrier to allowing wider spell access, not advocating making new spells or feats that simply replace one or more older options. Even if they were relevant insofar as my original claim was over-broad (in that I didn't specifically limit it to the type of change I was actually advocating), I would argue that per D) below I'm still technically correct (the best kind of correct!), but if it will help to re-focus the discussion on what is actually being proposed, I will concede that it is possible to "add" options in such a way as to limit diversity, but those have absolutely no connection to what is actually being discussed. I hereby offer to amend my original claim to "Allowing wider access to existing options will not reduce diversity".
B) You are shifting your focus from overall character diversity to specific feats, which isn't at all the same thing. I've been talking about diversity in the types of characters players will make. You say we've gone from two feats to one feat. Okay, fine, but as I pointed out we've gone from a situation where we had one optimal character and one who was taking a worse feat to end up with a lower overall end result in damage dealt, to a situation where the two builds are closer in effectiveness.
At worst, we've flipped which build was overall stronger, leaving us with one optimal and one not quite as optimal build, but the gap between them is likely narrower, thus increasing the probability that someone would take it (as long as you are assuming that the key to a build's popularity is strictly it's effectiveness in combat, which you seem to be doing).
C) Your assumptions about how the game are played are, in my experience, false. I rarely see players build characters with the focus on optimization like I see on these boards, and I never see them do so in a vacuum. Arguments like "'Dervish Dance' means all Magi use a scimitar" just don't hold up in my real world experience. People I play with build characters based on concepts they might have, not based on what the interwebz told them was the mathematically optimal build. I suspect my experience is closer to the actual "average" play experience than the myopic DPR chasing/DC stacking/Action economy breaking character focus prevalent on these boards, which means my model of how options affect overall diversity is likely better than yours.
D) Even if I'm wrong about C), you have to have a ridiculous sweet-spot of balance for me to be mathematically wrong about the number of "viable" characters going down if you are defining "viable" strictly in terms of "optimal". By definition, only one build can be optimal, remember, unless you are going to argue that right now there is an exact, perfect tie between two or more builds. As long as there is only one optimal build right now, then mathematically there is no way to reduce that number.
E) When you inevitably counter by pointing out that "viable" characters take into account the fact that people will prioritize their character choices differently based on personal preferences and personal interpretations of what "optimal" really means, you are effectively saying C) again for me. At best for you, you have to concede that my understanding of how players make choices is more likely to be accurate, since I'm the one who has, all along, been explicitly building personal preference into my mental model of the game. In order for your view to even have a chance of being correct, the status quo would have to be a very precise combination of the right level of player optimization focus on one axis, and the right level of comparative build balance on the other. Even in that "Goldilocks" scenario, I'm still probably right, while the extremes definitely favor my model.

MrTsFloatinghead |
An example of how more options can decrease diversity:
Say I add a feat that says: your ranged hits automatically threaten criticals. Ranged characters are already strong, but at this point there is no reason to play any melee damage dealer. Diversity is lost.
On the other hand it is not the case that there is one optimal build. Since your goal is 'defeat the monsters' not 'max dpr' you can for example, buff allies or debuff enemies or controll the battlefield, or be really good against undead, etc...
What if the goal is neither "Max DPR" nor "defeat the monsters", but rather "advance the plot and develop a character I like"? What does that do to your assertion that there would be "no reason to play any melee damage dealer"?
Heck, even restating the goal as "defeat the monsters" leaves plenty of ground open for melee characters, as long as they can, in fact, defeat said monsters. What you are really trying to say is that your view is that the goal of most players is to "defeat the monsters as quickly and efficiently as possible", and that in a world where ranged characters auto-threatened critical hits there wouldn't be a good enough reason for players to choose a different build. This presupposes a lot of assumptions about how people play the game that I don't share. I feel people tend to come up with at least a rough concept first, and then flesh it out with mechanics, rather than building a set of rules mechanics and then fleshing the character out. Certainly, on the forums, people seem to assume a "mechanics first" approach, but I suspect that has more to do with the forums being (of necessity) more or less context free with regards to characters and builds, and less to do with that being how people actually play the game.

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Yes, a new option can lead to one build becoming very common if it is markedly more powerful than similar options (other finesse magus builds), and is stylistically restricted (eg to a weapon) for flavour reasons.
If Dervish Dance allowed dex to damage with a wider variety of weapons there would probably be less scimitars, because there would be less of a power difference between, say, a rapier and scimitar. The smaller the power difference, the less "pull" away from your favourite flavour. I expect that Slashing Grace and Fencing Grace will indeed result in a wider variety of dex magi in the future.
I also expect Dervish Dance magi are more common in theorycrafting on the boards and in PFS, because there you're not playing with a set group and there's more pressure not to be the weakest link, which encourages more optimization. At individual tables, that pressure may be less intense. I GM'd for a guy who played a Magus with a longsword. I personally played a Str 13 Dex 17 Scimitar-wielding Inquisitor of Sarenrae and did not take Dervish Dance mostly because I wanted to sword-and-board. Both of us knew the optimization level of our table and so we were willing to sacrifice some optimization for concept, secure in the knowledge that we would still be good enough to contribute.
More options can lead to more or less variety depending on both what those options are and what your philosophy of gameplay is.

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Complaining time - man, I hate character spell lists. I really do.
I'll sit there thinking about how I'm going to make this cool bard archer. When I finish up by writing down his spells, Gravity Bow isn't on the list.
Or when I go to make a Summoner and get level 2 spells. Well, I guess I can either take Haste or handicap myself, because I'm getting these spells later than a wizard but for some reason I have an odd ball 3rd level spell on it.
I wish that there were only 3 spell lists: Arcane, Divine and Nature, and everyone just pulled off of those.
If anything, Gravity Bow should be Arcane, because you are transmuting a random object, not Nature, because bows are used in the woods.
It would also be better if they didn't jack around with the level of spells between classes. You are basically picking spells for me when you do that.
This is easy. Gravity Bow is for Rangers because it supports their role as archer. It is not on Bard list because a Bard should be playing music to support party not wasting time throwing arrows.

Matthew Downie |
1 person marked this as a favorite. |

Gravity Bow is for Rangers because it supports their role as archer. It is not on Bard list because a Bard should be playing music to support party not wasting time throwing arrows.
Hey, I remember those early editions of D&D where bards couldn't inspire the party with performance and simultaneously fire arrows! Good times. I prefer Pathfinder myself.
To address the original subject: the rules are the way they are due to whim and tradition.

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This is easy. Gravity Bow is for Rangers because it supports their role as archer. It is not on Bard list because a Bard should be playing music to support party not wasting time throwing arrows.
Bardic music can take as little as a swift action to start at high levels and is maintained for free. If the bard's spells are mostly out-of-combat utility or long-term prebuffs then they'll have actions to spare for archery even while performing. Also, the archaeologist archetype gets a self-buff instead of normal performance and is very well suited to be an archer.

Marcus Robert Hosler |

Well of course most of us can take a tough cookie, and eat it. I know I have in the past, and I'm sure most of us here have too. Restating the obvious doesn't make the RAW any less influential on DMs, or this topic any less worthy of discussion.
Really, with so many DMs being reluctant to make house rule judgments upon player request, it should be downright obvious why having a clear and consistent set of RAW is important.
RAW is a myth. I have ran into countless situations where there is no RAW answer, whether that be a rules conflict or rules omission.
Sometimes though, things are simple. Like the Bard doesn't have gravity bow on it's list. I'm going to have to make up countless "house-rules" as a GM because that is how the game works, if you as a player want one, you'll have to give me a valid reason.

MrTsFloatinghead |
Tequila Sunrise wrote:Well of course most of us can take a tough cookie, and eat it. I know I have in the past, and I'm sure most of us here have too. Restating the obvious doesn't make the RAW any less influential on DMs, or this topic any less worthy of discussion.
Really, with so many DMs being reluctant to make house rule judgments upon player request, it should be downright obvious why having a clear and consistent set of RAW is important.
RAW is a myth. I have ran into countless situations where there is no RAW answer, whether that be a rules conflict or rules omission.
Sometimes though, things are simple. Like the Bard doesn't have gravity bow on it's list. I'm going to have to make up countless "house-rules" as a GM because that is how the game works, if you as a player want one, you'll have to give me a valid reason.
Why is "I want to play as a bard with a bow, and this spell seems perfect for that theme" not a valid reason?

Tequila Sunrise |

Tequila Sunrise wrote:RAW is a myth.Well of course most of us can take a tough cookie, and eat it. I know I have in the past, and I'm sure most of us here have too. Restating the obvious doesn't make the RAW any less influential on DMs, or this topic any less worthy of discussion.
Really, with so many DMs being reluctant to make house rule judgments upon player request, it should be downright obvious why having a clear and consistent set of RAW is important.
I'm looking at d20pfsrd.com right now, and I assure you, the RAW are very real. And there's a lot of them.
I have ran into countless situations where there is no RAW answer, whether that be a rules conflict or rules omission.
So have I, but we're not talking about one of those. We're talking about a situation the RAW very much does cover; it just doesn't provide any guidance to DMs who might otherwise change it.

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Why is "I want to play as a bard with a bow, and this spell seems perfect for that theme" not a valid reason?
Is it a valid reason? Sure it is. The big question is is it a COMPELLING reason to give the bard one of the few things that's unique to the ranger/hunter?
There's nothing stopping you from shooting a bow. If you make yourself and elf bard, you'll even save a feat on proficiency.

Marcus Robert Hosler |

Marcus Robert Hosler wrote:Why is "I want to play as a bard with a bow, and this spell seems perfect for that theme" not a valid reason?Tequila Sunrise wrote:Well of course most of us can take a tough cookie, and eat it. I know I have in the past, and I'm sure most of us here have too. Restating the obvious doesn't make the RAW any less influential on DMs, or this topic any less worthy of discussion.
Really, with so many DMs being reluctant to make house rule judgments upon player request, it should be downright obvious why having a clear and consistent set of RAW is important.
RAW is a myth. I have ran into countless situations where there is no RAW answer, whether that be a rules conflict or rules omission.
Sometimes though, things are simple. Like the Bard doesn't have gravity bow on it's list. I'm going to have to make up countless "house-rules" as a GM because that is how the game works, if you as a player want one, you'll have to give me a valid reason.
It's a 2.5 damage increase. Bard with a bow is very viable. It doesn't require that spell. The spell also adds nothing thematically to the char. It's just a minor damage buff.
Overall the spell is far too minor for the char concept for me make a house rule. Bow Bard is actually the optimal way to build a bard, so the concept doesn't need house-rule buffs.

LoneKnave |
If it's just 2.5 dmg increase it's not too big of a buff, is it?
Seriously, you have the player going "I think this'd be cool", you look at it and see that it doesn't break the balance, and then you still wouldn't say yes because... it's too much effort?
This validates Tequila Sunrise something fierce.

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If it's just 2.5 dmg increase it's not too big of a buff, is it?
Seriously, you have the player going "I think this'd be cool", you look at it and see that it doesn't break the balance, and then you still wouldn't say yes because... it's too much effort?
This validates Tequila Sunrise something fierce.
If it is that important, dip a level of sorcerer and grab Gravity Bow

LoneKnave |
Or maybe how about you don't lose a level of spellcasting, BAB, performance, and other class features and you just give him the spell that gives... 2,5 average damage.
It is not important. That's the point. It's like a beggar asking for the sandwich you can't even finish. If he asked for 9 level spellcasting and phenomenal cosmic power, it'd be important, and I'd tell him to go play a sorc with ranks in perform(whatever). But it's not. It's 2,5 average damage.
It's arbitrary to the max.

DominusMegadeus |

Or maybe how about you don't lose a level of spellcasting, BAB, performance, and other class features and you just give him the spell that gives... 2,5 average damage.
It is not important. That's the point. It's like a beggar asking for the sandwich you can't even finish. If he asked for 9 level spellcasting and phenomenal cosmic power, it'd be important, and I'd tell him to go play a sorc with ranks in perform(whatever). But it's not. It's 2,5 average damage.
It's arbitrary to the max.
Then why does he need it?

MrTsFloatinghead |
MrTsFloatinghead wrote:
Why is "I want to play as a bard with a bow, and this spell seems perfect for that theme" not a valid reason?
Is it a valid reason? Sure it is. The big question is is it a COMPELLING reason to give the bard one of the few things that's unique to the ranger/hunter?
There's nothing stopping you from shooting a bow. If you make yourself and elf bard, you'll even save a feat on proficiency.
Yes, it's a compelling reason, because there's seems to be no reason not to grant it. The ranger doesn't distinguish itself based on the spell Gravity Bow, because wizards and sorcerers get access to it too. It is an absurd claim on face that a bard with a bow and the Gravity Bow spell would in any way step on the toes of an archery style ranger. The classes are so different elsewhere that they could comfortably both be in the same party, even. Moreover, though, what if there's no ranger at the table (pretty good odds, given the class options available)? Why then are we trying to preserve the uniqueness of a class that's not even being played? Why are we ignoring the part of the RAW that explicitly lets GMs modify the spell lists?
This is what we've been talking about - there is a baseless presumption against the player making extremely mild and flavorful requests like this, such that often GMs are reflexively saying "no", and players aren't even bothering to ask. There's no good reason why this situation should be allowed to persist, and many reasons why its actively bad. Thus, my contention is that the language in the rules should be changed to make it more explicit that minor customization of things like spell lists is not something GMs should see as burdensome or munchkin-ey or a threat to game balance or anything else but a nice way to let players get a little more buy-in in the character and the campaign.

MrTsFloatinghead |
Then why does he need it?
Because it sounds cool, doesn't impact game balance, and increases the player's interest in both the character and the game overall?
Play pretend for me, for a second. Pretend that there wasn't an automatic presumption against granting player requests. Instead, presume that GMs weighed the benefits and drawbacks before making a conclusion. I have listed the benefits above. What drawbacks do you see that would justify your out-of-hand dismissal of the request.

MrTsFloatinghead |
If it is that important, dip a level of sorcerer and grab Gravity Bow
Except it's not important mechanically, really, it's important thematically, in that there seems to be no good reason to be so petty about a minor change.
Why do we need to tax the player for doing something cool and interesting, as a matter of course?
This seems to me to be the same mentality behind things like the "Kick-Up" feat from the ACG. Instead of letting the image of kicking something up to hand be just something cool you could narrate your character doing as part of the move action to retrieve an item, now it's a "feat" that has absurdly limited requirements and a benefit that's highly situational, all so that the feat can serve as a tax on doing something cool.

JoeJ |
1 person marked this as a favorite. |
It seems to me that saying either "yes" or "no" right up front results in a missed opportunity. A player that wants something special equals a character with a clear motive to go adventuring. Since Gravity Bow doesn't seem to be particularly problematic for bards, I'd let the character search for a way to get it. Maybe consultation with a sage can provide a clue, or perhaps the character can hear a rumor of a bard in another city casting that spell. Can the character talk his friends into coming along on a short adventure to seek out this variant spell? (I'm guessing yes.) In the end the player gets to add the spell to their list, but more importantly, everybody gets to have fun achieving it.

Marcus Robert Hosler |

If it's just 2.5 dmg increase it's not too big of a buff, is it?
Seriously, you have the player going "I think this'd be cool", you look at it and see that it doesn't break the balance, and then you still wouldn't say yes because... it's too much effort?
This validates Tequila Sunrise something fierce.
It's not "I'm not allowing this cause it breaks the game". It's "this is so minor it is not worth making a special house-rule just for it".

Marcus Robert Hosler |

Artanthos wrote:If it is that important, dip a level of sorcerer and grab Gravity BowExcept it's not important mechanically, really, it's important thematically, in that there seems to be no good reason to be so petty about a minor change.
Why is it important thematically? I don't see how gravity bow adds anything of thematic significance

LoneKnave |
The special houserule is saying yes. It's not even a houserule, it's in the description for the spontaneous casters that they can learn other spells with GM permission!
How the hell do you justify not saying "yes"? It's 3 letters. How is it too much?
Would saying "ok" work maybe? There I shaved off a letter.
Wait, how about "'k". That's like, one letter. I'm not sure I can go under that. Maybe nod your head and don't say anything?

MrTsFloatinghead |
MrTsFloatinghead wrote:Why is it important thematically? I don't see how gravity bow adds anything of thematic significanceArtanthos wrote:If it is that important, dip a level of sorcerer and grab Gravity BowExcept it's not important mechanically, really, it's important thematically, in that there seems to be no good reason to be so petty about a minor change.
Because the theme was "character who uses arcane magic to supplement his bow skills", so spells that are specifically designed to do exactly that thing seem like a good fit.
LoneKnave already responded to the other post, so I'll just add:
Again, why are we presuming that this is ANY level of work beyond saying "yes"? All I can see is that it goes back to this toxic assumption that every single time a player wants to do ANYTHING not explicitly spelled out in the rules, there needs to be some sort of tax for it, or else the game will "break" in some way.

Marcus Robert Hosler |

Marcus Robert Hosler wrote:Because the theme was "character who uses arcane magic to supplement his bow skills", so spells that are specifically designed to do exactly that thing seem like a good fit.MrTsFloatinghead wrote:Why is it important thematically? I don't see how gravity bow adds anything of thematic significanceArtanthos wrote:If it is that important, dip a level of sorcerer and grab Gravity BowExcept it's not important mechanically, really, it's important thematically, in that there seems to be no good reason to be so petty about a minor change.
The bard already does use magic to do that. Adding this spell does not create new thematics.
NOTE: I'm not going to address whether or not players are entitled to house-rule ignore spell list restrictions just so they can min/max more bow damage.

MrTsFloatinghead |
NOTE: I'm not going to address whether or not players are entitled to house-rule ignore spell list restrictions just so they can min/max more bow damage.
That's fine, because what I'm addressing is the specious and toxic assumption that every move every player ever makes that is at all outside of the GM's preconceived notions of what the character's should do is automatically "Min/Maxing". It isn't. Your suspicion that this is about "power" doesn't actually make it so, especially since it seems pretty clear that the theme "Guy who uses magic with archery" is a theme that is better served by Gravity Bow then by, say Grease or Hideous Laughter, both of which are probably "better" spells overall.

MrTsFloatinghead |
LoneKnave wrote:BTW, what spell on the bard spell list supplants archery? At first glance I can only find generic buffs.It doesn't have to be specific to support archery.
Better (though still bad) answer would have been "Abundant Ammunition" and possibly "Ki Arrow", though that second is questionable. Of course, the fact that there already are some spells that support this only strengthens the argument that there's nothing inherently strange about building towards that theme, and makes the omission of a spell that is both perfect for the theme and at all over-powered all the more arbitrary, so I guess maybe that's why you didn't point that out.
Of course "Spell flavor is irrelevant" isn't really doing you any favors either. Are you really going to contend that something like Grease is "just as good" a spell thematically for supporting archery as Gravity Bow?

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The special houserule is saying yes. It's not even a houserule, it's in the description for the spontaneous casters that they can learn other spells with GM permission!
With GM permission you can do anything.
The spell lists for each class are published. Asking to deviate from those lists is a house rule. If it was truly important, thematically, you would take the one level dip into a class that could cast the apsll.
You want something to fit the theme of your character and are willing to pay the price, even if it results in a less then optimal character.
What is being fished for is justification to change the rules for a purely mechanical optimization. We already know the spell is desired for mechanics, not thematics, the means to acquire the spell thematically have already been shot down for reasons of pure mechanics.
If you want to add spells that give your character a mechanical advantage, what price are you willing to pay for that advantage? Asking the GM to house rule a mechanical advantage while offering nothing of value in return should prompt the GM to examine the request very carefully, and usually reply with a "NO."