Just as an speculation, do you think the system could be better used across the board if the threshold for Critical Failure/Success was changed from 10 under/over the DC to 15, to allow for a less brutally bounded math?
Shhhh, don't let the fantasy RPG nerds hear you or they'll flip in anime-like rage!
While I somewhat agree with your points, I feel this in particular is wrong because it is taking the current playtest rules as final. There is a really easy way to resolve that problem, in my opinion.
First, make the bonus damage dice be determined by Proficiency alone. After that, while Fighter will be the undisputed master of, well, fighting, you could give the other martial classes somewhat parity of damage by using the good old class abilities!
Remember, every single martial class used to have things that would give them better damage in certain circumstances. Barbarians and Rogues had (and still have, if in a different incarnation) Rage and Sneak Attack respectively, Paladins had Smite Evil, Rangers had Favored Enemy and etc. All they have to do is fine-tune the damage with the frequency it can be employed.
But allowing Fighters to still keep the best, uncircumstatial bonus to damage should probably be a feature, not a bug.
I also love all of this.
Wandering Wastrel wrote:
Chess Pwn wrote:
Seems like a nice space saver. I still suggest also shortening the actions section to something like "2 actions (Somatic, Verbal)" too, though.
The BP wrote:
I like the changes and I would love to see all the above suggestions integrated as well.
Armor should be more consistent with real world history!
Screeeeee, muh fantasy! Real armor is stupid and boring, I want amazing fantastical armor with spikes all over, studs in my leathers and shoulder plates bigger than barrels of manure! AND BOOBPLATES, DON'T FORGET THE BOOBPLATES!!!
Heavy armor should be better!
Screeeeee, muh realism! You are a steel croissant, there is no way you could even move without being dragged around by a crane exactly like in real Dark Ages!
Sigh. Sometimes I wonder why people don't just petition Paizo to remove martial classes completely from the system.
I mean. You already need to relearn all the armors, considering that the entire game changed. Having different names for most of them would actually help you, by breaking your preconceptions inherited from the previous edition. ;-)
Historical accuracy isn't a reason to change the rules.
I don't agree with this.
The rest of your post, though? Perfection.
Also, to the people saying that they "don't care" about realistic armor... Then why not change to something accurate, allowing people that do care to be happy, while you continue enjoying your blissful ignorance?
Man, its so sad that this will never happen, because I loved this idea!
I, like many others, disagree hardly with the way shields are currently being mechanically portrayed in the Playtest. They make no sense compared to history, simulate no popular fiction about them and is simply no worth it in game.
I thought about my greatest grievances with shield mechanics and came to the following solutions. They weren't tested yet, I just came up with them and decided to submit them to evaluation.
Having said all that, here are my points:
1st- Eliminate completely the Reaction expenditure to block with a shield. Make it an automatic result of having spent an action to Raise your shield on your turn. You Raise you shield, you get its bonus to AC and block any attacks directed at you until you next turn, reducing their damage by the shield's Hardness;
2nd- Allow any character to Raise a shield as a Reaction. Simple as that. No "ifs", "buts" or conditions, no Feat tax, just allow it as base function of shields themselves;
3rd- Eliminate completely the possibility of shields being damaged by Blocking attacks. One exception to this: if the attack the shield blocks is a Critical Hit, then it takes the normal damage of the attack, possibly being damaged or even broken in the process;
4th- Make that any attack that causes damage above a certain threshold to a blocking opponent, makes the shield "un-Raised" until the opponent have the opportunity to Raise it again. This threshold could be Hardness + Strength or Hardness + Constitution (or both, more likely).
These suggestions allows shield users to feel a lot more empowered, making shields actually worth using instead of being a chore coupled with a money sink.
Just wanted to say that I agree with the general idea of the above posts as well as the ones by Aadgarvven.
First off, let me say that I love the proficiency system and how he gates some things to certain proficiency levels. My problem with it is two:
- The +level is big numbers for the sake of big numbers and don't add anything to the mechanic of the game. It also degrades the benefit of higher Proficiency levels for things like combat and skills whose uses are not gated. If you added +1/2 level and the proficiency bonuses were doubled, it would vastly improve the system, in my opinion;
- The "gated" effects opened by higher Proficiency levels are, more often than not, extremely underwhelming. When they first talked about this, I became extremely excited, because I thought that Legendary Athletics would allow me to jump high enough to tackle a flying mage or swim up a waterfall. Things similar to the ones found in the Mythic Adventures or the Epic Level Handbook. No such luck...
That's exactly my take as well, though I'm certainly being a lot more vocal in my criticism. I absolutely love the core system, but a lot of the specifics?
Nope, Martial characters are dead, because some people, for some reason, can fathom that a lot of other people want to play as mythical swordsmen, not an arcane caster that can use a sword.
Why do people think that I want to play a mundane character just because I want to focus his skills in weapons instead of spells? Even though The Book of Nine Swords and Path of War exists?
I mean, God forbid a Fighter have any nice things at all, am I right? Its about time someone stopped the absolute Martial degeneracy and oppression that's been happening since the start of D&D 3rd edition!
To be fair, I've been having that feeling since they announced that you need a whole action to not just stupidly let your shield hang to your side, like a complete amateur.
Amazing! I didn't even knew I wanted flavor text in the end so much!
My only problem with that is the fact that the Bard already is a full caster and I bet his spells are going to give him absurd levels of versatility. And having that many skills alongside full 10 levels of spells will certainly just make the Rogue cry in a corner.
But if there must be an exception about skilled casters, I agree that the Bard should be it.
This is even worse! Shouldn't "Quick" be capitalized/bolded or something in the description then?
Anyway, the Bard seems cool, but again: PLEASE, don't f!** the Fighter in the Skills department, Paizo! An adventure is more than just combat! Both the Cleric and the Paladin in the previews at EnWorld have more skills than the Fighter while haven LESS INT!
You also have the most trained skills at 1st level except for rogues, just barely edging out rangers. Finally, you begin play at 1st level with two compositions, the inspire courage cantrip (which has been detailed above) and the counter performance power.
Can we *please* don't let spellcasters have more skills than the Fighter? Please?
You perform rapidly, speeding your ally. The ally is quick and can use the action to Strike, Stride, or Step.
The Allegro wording is terrible. It would be better like this:
You perform rapidly, speeding your ally. The ally gets one action he can use only to Strike, Stride, or Step.
Varun Creed wrote:
I have to say that it is absolutely hilarious that I already need a "House Rules" document for a RPG that is not even in public playtest yet...
By the way, thanks for the idea, Varun.
A-freaking-men! It is laughable that they thought this was a good idea!
Line up THREE shot glasses with spirit of choice and one empty, quaff one at the start of each turn of Rage. When you get to the forth glass, get sad because its empty. That's how you know this is your Fatigue round.
Strachan Fireblade wrote:
Has it occurred to people that this article has been tempered down to not show off the super human things the rogue can do to avoid early controversy without full understanding of the rules.
Debilitating Strike was pushed to 9th level. So no, that absolutely wasn't even a consideration.
And what kind of insane person was accusing the Fighter of being "too superhuman", given that it takes him 14 levels to learn how to properly use a shield? And even then, he needs to concentrate real hard to not just let it hang in his hand uselessly each turn...
Joe M. wrote:
Exactly what worries me as well...
In addition to dealing extra damage when attacking flat-footed foes, at 9th level the rogue also applies debilitating strikes to such attacks, allowing her to entangle or enfeeble her foes on top of the normal punishment.
Why do they keep putting these kind of cool stuff at high levels? Applying conditions should begin happening at level 3, 5 at absolute most. Like the Fighter's preview, the Rogue's is making me kind of sad with the direction they are going.
At 2nd level, a rogue could take Mobility, allowing her to move at half her speed and ignore all sorts of reactions triggered by movement, such as attacks of opportunity.
So Rogues can, by level 2, just do a hard-counter to what they are peddling as one of the defining features of the Fighter? Greeeat...
I'm kinda bummed.
Apollo cast a disc of shadow over the entirety of Greece, turning it into a eternal night, but Egypt is still good and Ra's people is fine.
But then, I don't like the "multiple gods with the same aspect" option. I like the following option more:
- They're the same god, just known by a different name.
15. Ifrit (humanoids with efreet ancestry)
Hah! Five races, all of them from a number ended in five! Obviously I'll have to include this number as important in-setting!
I just couldn't find anything about this "Darfellan" race. Going to think more about this and create a setting latter.
Finn K wrote:
7th Sea did minions (called "Brutes") back in the '90s.
Hey James, I think you must missed this post:
My group once paid a particularly talented bard, specialized in the sublime art of erotic paintings, to do a portrayal of two members of our group in a particular... scene.
What made the prank more funny was that the two players had missed the gaming session where they got drugged by a trap in a dungeon, lost conscience and we had to drag them back to the city. One was a female paladin of Kelemvor (the god of death in Forgotten Realms) and the other a warrior who was a boy of 16. We got the painting, made copies by magic, and when they woke up (in the next gaming session), the paintings where hanged in the entire inn and tavern... Good times.
That may give you an idea.
So last night my GM introduced me (out of play) to the spell Feeblemind. I didn't know PF had something so awful as a 5th level spell. After seeing my reaction when I saw what the spell does, GM did a "bwahahahaha" and promised to build a villain around this spell so he could destroy my alchemist with it.
And after that, you punched him in the face and promised to never play in one of his games again, right?
I'm creating this character for a Warcraft campaign of a friend. We are using Pathfinder with 3.5 things allowed on a case by case basis (I'm actually not very interested in using 3.5 stuff, but if there is anything too irresistible to pass...).
My character is a Orc Paladin 3/Cavalier of the Blue Rose 2. I will probably go Cavalier 4 and Paladin the rest of the way. He is focused in using a big hammer-thing from the Warcraft book as a weapon, but I am willing to change if anyone get a better idea.
My stats are: Str 16, Dex 12, Con 16, Int 10, Wis 8, Car 18.
Since Warcraft's orcs get Rage as a racial ability and there is at least one other orc in the party, I took Amplified Rage as the Cavalier Teamwork Feat for the Tactician Ability.
My objective with this character is to represent a wise and older orc, who became sick of a life of bloodshed and is trying to make his race become respected and change their ways. He do this by smacking people's faces with a big hammer causing non-lethal damage. =)
Any ideas, guys? Especially for feats?