Anyone deal with the Barbarian Come and Get Me Guardian build yet?


Wrath of the Righteous

51 to 54 of 54 << first < prev | 1 | 2 | next > last >>

Popupjoe wrote:
I’ve been dealing with a Barbarian Come and get Me user for a while to limited and much impassioned results. He uses the same combo and I ruled he could use Come and get Me if we hit at the same time. At least this way I felt like I was dealing some damage to him. I felt like I had a similar situation as Piccolo Taphodarian I really didn’t want to tell my player no but I felt over all I had to. My player’s build is insane but that is to be expected I guess. What starts endless arguments with us is Mythic power attack and a critical on a 15 or higher from this player, he crits every turn at bat at least once. I’ve turned him on the party a couple of times and had one player leave the game over it. I didn’t know what to do either, my player resents the nerf and almost left tonight over further concern over the mythic rules as we encountered them. Yet im not ready to leave Piazo over it. Doesn’t seem right. I’m gonna tell the rest of this story and try a Path with less experimental content.

Glad to hear some corroboration. Arguing with players is no damn fun. They are very competitive. Every time you nerf a player, they start looking to hammer someone else using a perceived over-powered combination. You have a table full of resentment and interpersonal problems.

I feel I've given Paizo more than enough time to clean up over-powered spells, abilities like Come and Get Me, fighting styles like archery, and the like. They don't do it because they don't make changes to the game past low level. High level problems affect such a small percentage of the player base that they exercise no oversight over the high level game. I've told them about high level material that is absurd. We either read some quote by James Jacobs saying "They're high level. Let them kill everything.", or silence. There's not support for the high end game and it hasn't changed in years.

Now they release the Advanced Class Guide with more mechanically superior options that create major problems, while monsters still scale poorly leading to the 6 to 12 second fights against almost everything. Paizo isn't taking very good care of their system in my opinion.

Grand Lodge

Egh I really hate to keep hearing that ACG is broken. I was so jazzed about it! I've been saving money up for some time to buy the book, I like some the feats I've read about I like some the classes, I'm excited for something from every chapter of the book but I worry I'll have so many of the problems that other people have talked about concerning balance and obsoleting others options. Lord knows if I have half the arguments I had over Mythic it will be too many.

Also I don't know if I should be let down over Mythic or if it's just high level hijinks that I'm not used to, this is my first time over level 12 in a Piazo product.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Oh, AP's over level 12 never have held up to a well-constructed party, but Mythic Adventures is every high level problem quadrupled. I can handly transitioning normal high level stuff from AP to the real work conditions, mostly. For MA, it just isn't doable.


Popupjoe wrote:

Egh I really hate to keep hearing that ACG is broken. I was so jazzed about it! I've been saving money up for some time to buy the book, I like some the feats I've read about I like some the classes, I'm excited for something from every chapter of the book but I worry I'll have so many of the problems that other people have talked about concerning balance and obsoleting others options. Lord knows if I have half the arguments I had over Mythic it will be too many.

Also I don't know if I should be let down over Mythic or if it's just high level hijinks that I'm not used to, this is my first time over level 12 in a Piazo product.

ACG is not all broken. It's like the usual rule books. You have a bunch of abilities no one will ever use. A bunch of fairly well balanced abilities. Then you have a few that every power gamer will use like Divine Protection. Then you have far superior class options for a particular class like Swashbuckler Inspired Blade or Warpriest Sacred Fist.

It adds to the rules bloat as power gamers parse every book to create nasty combinations because oversight on how abilities interact from book to book is incredibly difficult due to the sheer number of books. The ACG itself is mostly fine. I like the 6 level spell classes. I almost hope that is the primary model for the future of the game. 6 level spell classes scale very well in the high level game.

I ran a party with no level 9 casters. It makes the game very easy to run as you hit the higher levels. The scaling was much, much smoother dealing with only level 6 or less spells. Easier to do stories where everyone isn't teleporting everywhere. The game is more like a fantasy story than two separate stories where the martials are living one way and the casters are living another.

51 to 54 of 54 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder Adventure Path / Wrath of the Righteous / Anyone deal with the Barbarian Come and Get Me Guardian build yet? All Messageboards

Want to post a reply? Sign in.
Recent threads in Wrath of the Righteous