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Hello Paizo. Well, Starcraft 1 has been a loved game around the world for 12 years now. Now Starcraft 2 has renewed the fire in gamers all around the world and has introduced the game again to millions of people (by Blizzards own records). There has not been any news about any PnP RPG game for this setting so I would strongly suggest Paizo to use that skill and knowledge that gave us awesome Pathfinder rules and make a Starcraft product. Get Blizzard to give you the rights for that before others have (like Wizards did with Star Wars). I know there is an Alternity based Starcraft already but that one is outdated and honestly crap (not to mention no longer supported) and I know you can make a much much better product. Starcraft 2 will yet have two expansion each coming out 1.5-2 years after last one so life time of Starcraft 2 will be at least 4-5 years more. That gives you plenty of time to create a book in 1 year and for a long time have a big group of people for product placement. Please consider this suggestion honestly. Sincerely,
Also if anyone else wants to add their voice to mine be free to do so in this thread.
I am wondering now if I have been using AoO + Combat Reflexes wrong all the time. Here is the text:
I have bolded the confusing part. I have always ruled this to mean that each kind of AoO action in the same round from the same person can give one AoO. So, an archer firing his bow 3 times while in reach of a fighter with Combat Reflexes would only provoke one AoO for action of firing his bow. If that archer were to fire his bow once then move out of the threatened area then he would provoke 2 AoO. So if each use of the bow provokes an AoO why is the bolded text needed?
Feat says:
Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype. Prerequisites: Channel energy class feature. Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new elemental subtype.
So, how does this feat actually work, are positive energy channeling clerics able to both damage or heal outsiders of certain elemental subtype or can they only heal them while negative energy channelers can only damage them? Also since Channel Energy already affects living creatures why would a channeler need this feat?
Some of you might have read my thread about my problems with Channel Energy and the house rule I decided to put upon it.
For Selective Channeling I am not sure how to make it more useful (as situations where you do not want to damage friendly undead in the area are really rare; same for not wanting to heal unfriendly undead). One option is to remove this feat and give its ability automatically (Cha mod targets can be excluded from the effect, still useful for those evil clerics wanting to wipe out a square of innocents while not killing their helpers who guard them there for 1 minute). I am not sure what else I could do with it. For Channeling Smite I was thinking still allowing it to work as normal for negative channeling clerics, but to give something to positive channeling as well as it would be unfair for evil clerics to attack living with this feat while positive channeling could still attack undead as normal but could not affect living. My house rule would basically favor negative channeling then.
So what do you think? Any better ways to change these feats to work with my house rule?
Hi all. I found another problem with Channel Energy and I must say it is bothering me.
What I am talking about is good/neutral cleric with this party against an evil cleric and its party. Evil cleric channeling negative energy has to have selective channeling to not damage his allies, and if he cannot ignore all he has to damage some of them.
When an evil cleric is channeling negative energy his targets get a will save for half effect, but a good cleric healing them afterwards gets to do it without a save for half. This makes healing always a more effective option. It makes cleric battles always end up on the healing side, making an option of an evil cleric to damage foes using channel energy a very subpar option if there is a good cleric on the other side (and there usually is). So that evil cleric has to use disable spells or death spells. Even cleric's area damage spells like sound burst (at the respective level) or Unholy smite very subpar and useless. Even Flamestrike becomes very much useless or at least a weak option. This was not a problem before channel energy. Channel energy was put into the game but it was not balanced properly. Either for all kinds of cleric or for different spells or classes. This whole thing makes me think what to do.
1. I was wondering about some spells that say in its target description "one/a living creature".
2. Hold Person and similar spells that says they work on humanoids.
I know this probably does not belong in this section but in Video game section not enough people come and I am sure none of the people that I would like to hear an answer frequent often enough. I would ask that this is not deleted or moved from Pathfinder RPG section of the forums. So, I would really like to see pathfinder rules as a cRPG, especially a turn based one. I am not even looking for a AAA title like NWN2 (lets not discuss this game here), just something playable that is more or less pathfinder like. Maybe a web browser based game, something not expensive to make? There are a couple of good turn based rpg like online games with more or less simple graphics (3rd person view) but fun because of its combat rules. Is Paizo even able to use OGL d20 ruleset to make a deal with a games development company to make a computer game?
WotC is I am sure only interested in 4e future cRPGs. What do others think, would you like to see a pathfinder cRPG? Would you buy it? Would you play monthly cost to play it online if it was a simpler graphics but with fun turn based combat with out of combat options of using skills for many different things like crafting an such (up to 10$)?
Hi all, I had two session now leading my players through adventure using full pathfinder rules. I am waiting for the book to arrive (I ordered it from amazon.com but I live in Europe :D) so I am using PRD + beta book for things like XP tables :)
My group has Level 8 human fighter specializing in Greatswords. He has Vital Strike and Power Attack, Step Up and Stand Still and all the weapon feats he can have for his lvl (including Improved Critical). His equipment is not even that impressive, no +2 weapons (no special material) or armors, two +2 ability items, +2 ring, +1 amulet, +2 Cloak of Resistance and a Ring of Iron Will(gives the feat). AC in mid 20s, around 90+ hp, great attack and great damage. Level 8 elf ranger with 22 Dex, favored enemies orc (1st choice) and humans (2nd choice), bow master, taken Improved precise shot at lvl 6, has all great archery feats except Imp. Crit., Vital Strike and Shot on the Run. Has a bear familiar but he forgot to use him in both sessions :D
Level 8 half-orc monk that went Str route and in addition to standard monk feats has taken Improved Trip and Greater Trip (and has a ring that gives him Combat Reflexes feat). His HP is his weakest point, AC is also in mid 20s, but he can get it higher with Ki points (as you all know). Items of similar quality to other players. Level 8 elf bard that went archery+buff party route. His damage is weaker then other party members and he misses some of the great feats that ranger has (manyshot and improved precise shot). He buffs the party with Good Hope before and Inspire Courage and Haste during combat. As lvl 8 he can activate songs as move action. Items of similar quality (best items are +2 bow and +2 ring of deflection). 1st session setup:
2nd session setup (all in the same day):
2nd encounter
3nd encounter
Well what to conclude from all of this.
Biggest problems I ran into were Vital Strike doing just too much damage in combination with Power Attack and two-handed weapons.
After this I feel that to challenge the party I need to start using flying, improved invisibility cheese tactics?!
D&D combat used to last 3-4 rounds, now it feels more like 2-3.
Hey all, I am still waiting for my book and the PRD does not have this info. So now that Wall of Force and Forcecage have hardness 30 and attacks and spells can affect them, do effects like acid and sonic still ignore harness?
What is the save modifier against area affect spells? Spellcaster's reflex save mod, although he/she is not holding the wall or controlling it directly?
Does anyone else here find that monks having 7 attacks is a bit much? They had 5 in the 3.5 and although 3 of those were at highest bab, they get 2 now at +3 bab and 2 at -2 bab (compared to 3.5e). Altogether this seems a bit too much, especially after Haste, Bard Song and enchanted gloves with Holy and Flaming (also new to 3P).
Hi, all. I have called upon this system a number of times now, but only because it deserves it.
The powers are more free, and can be used on the fly. But the best thing about it are the reaction powers like Rebuke or Negate Energy. The first lets the caster try to negate or even return any Force power that is affecting him or the area where he is at. The other negates energy attacks targeted at him. Both last for just that one action and cannot be used again until the caster had time to rest or had multiple uses of that power. Yes this sound like 4e a bit, but it is better. 3.5e and Pathfinder need something like this. Letting more spells be used on the fly is what will make magic more interesting. Especially during mage duels. Force user against force user is the main show, the main fun. And it is not about how wins initiative like in D&D (or who had more time to prepare). In D&D mage duel is not about the mastery of the Art, but who has better reflexes. It is lame and it is stupid. I would prefer that defensive spells (at least some of them) can be cast as reactions during your (like against AoO) or enemies rounds. They would last just for that one effect, not hours, minutes or even rounds. All the different class powers that wizard, sorcerers and clerics get could be used for this (since memorized spells are too few). I do not have a proposal on which spells could be changed like this, this idea first needs to light some light bulbs in people's heads.
Star Wars Saga Edition has it almost fixed. There 2-3 attacks is the tops you will get. And it is easy to fight because all attacks have the same attack roll. Using Force powers is done also 2 times tops per combat round. I suggest taking (stealing) some ideas from them. They got rid of iterative attacks and turned those into feats. Also the feats that would grant extra attacks now give extra damage. Like Rapid Shot which gives +1dX of damage instead of a new attack.
How can we use their ideas to make Pathfinder combat better and more simple?
My suggestion is to allow the two-weapon wielder to be able to get attack with both weapons as a standard action if he moves in the round (or make a feat that allows this). For the rogues to not abuse this I suggest the sneak attack can only be done with one of those two attacks. Also both attacks have to be at the same target. Or create a feat similar to the Manyshot, but for two-weapons that does what I wrote above but with one roll with -4 penalty (that overrides the usual -2 for attacking with two-weapons).
I do not like how the new grapple is defined and plays out. I had a chance to see it at work during my campaign and there are just too many questions about it. In what status is the one that initiated the grapple? Does only the one who initiated it get the +5 bonus afterwards?
Personally, if grapple stays the was it is now, I will be using 3.5e rules for it. For me they were logical and never complicated.
Please remove the automatic bonus and penalty that depends on the Strength/Intelligence.
If your purpose was to make it more simple then it has failed.
I have found the new wholeness of body to be pretty bad and useless. So I have decided to improve it a bit.
I know monks get more of these per day now, but as I am trying to give some more healing to other classes (and not make all dependent on Clerics) I feel it is OK. Also, using up your standard action in combat for healing is worth it.
Hi, After playtesting I do not like the grappling system in 3P. I feel it was OK before. A touch attack followed by opposed grapple check. And ranged characters having a chance to hit allies inside the grapple. The best compromise I feel would be OK is to bring back the touch attack but after that make the grapple check be like now but 10+CMB of the target. Or put in explanations that when going to grapple targets under concealment or total concealment you get a penalty to your grapple check (-2 or -5 for concealment, and -5 or -10 for total concealment). Also the size bonuses to CMB are just too low and pathetic. Large only getting +1??? That is not balanced at all. +2 should be minimal with Huge then getting +5, Gargantuan +10 and Colossal +20. Same for smaller targets.
And if any of these complaints fall on deaf ears at least change the +5 bonus after keeping the grapple to round 2 to +2 bonus (or +1 to follow the size bonuses :P)
I would ask the designers to take this into consideration.
I have been using this in my D&D 3.5e (and now 3P) games for some time and it works great. Please change the Charge from full-round to standard action. I will keep my houserule whatever you do but I ask this for all other players that have not yet experienced fun and good tactical options this opens for them in the game.
I feel the druids need a healing boost so parties without a new cleric can actually heal themselves. This way druid becomes a NPC class, that is only taken by the average party if one cleric is in the party already. Clerics now have a instantaneous healing burst ability so I would suggest to give Druids fast healing per round ability.
Also evil druids can after a successful melee touch attack do poison damage per round instead of healing with a save for half duration. This makes the mechanic similar to Channel Energy. Some feats could be invented for this ability then.
I have noticed that the break DC table is missing anything regarding materials stronger then Iron (like mithral and adamantine). Iron Door is the biggest DC (28). I wanted to suggest expanding that part of the table with a lets say +2 DC if the material is mithril and +5 (or +10) if it is adamantine. Something similar was done for Hold portal and arcane lock and I feel it should be done for these two materials as well.
Last session my players:
Fought against:
I must mention that fight was not balanced.
They fought the Orcs for 3 rounds before two big bosses appeared. More then half of the Orcs got killed in those 3 rounds and rest got finished with a Fireball that hit the two bosses as well. So those orcs didn't play a big role in the combat (they were ment more as round buyers so bosses could cast at least some buffs). I post this because I had my doubts in the new CR system of NPCs in PF (NPC lvl -2 = CR), and now it was shown to me that I was right.
EDIT: I forgot to mention ranger had Orcs as his first choice for favored enemy. Although he was effective against Orcs I can see a problem when this ranger would fight non favored enemy opponents.
Page 291 says: "Adding NPCs: Creatures without racial Hit Dice are
So for a lvl 7 party of 5 players a Challenging encounter (APL+1) is two lvl 8 enemies (for instance a lvl 8 fighter and a lvl 8 cleric)? This is a lot different then 3.5e where x lvl NPC was CR x. Is this balanced?
EDIT: This also means a challenging encounter would be 4 lvl 7 NPCs?!
I must admit this is the only thing that worries me in 3P. Can someone try to explain to me why this is not too powerful? A ability that heals 1d6/2 levels in an area (with the feat it will heal only you and your party)? Doesn't this ability make Mass Cure spells useless? Doesn't this make healing too powerful at early levels? Doesn't it make an even bigger difference between the Cleric and Druid/Bard in the terms of healing? So far you could be a Bard or a Druid and be fairly proficient in healing when compared to the Cleric, but with this you are not even close.
As the title says. Sorcerers were liars and cheats in 3.5e with only Bluff as class skill, and now they are bullies as well?
1. Combat Style Feat (Ex): At 2nd level, a ranger must select
The question is: Does this text mean that even if you choose two-weapon combat you can still take archery feats with normal feats (lvl 3, 5 ,7 ,9, ...) even if you do not possess the prerequisites for them? 2. At 4th level, a ranger forms a bond
I did not find any time limits for this ability. Does this mean that it lasts until the target is killed? It also could mean it lasts even if the target escapes and meets the heroes later.
Also nothing is said what happens if the allies within 30 feet leave that area or if the ranger dies or goes unconscious?! I think this ability needs some clearance.
I am either blind or the Spellcraft skill description (and tables) do not have the rules for casting defensively (you know 15+ spell level). The funny part is that the feat Combat Casting says:
See the bolded part? What does that mean if Casting defensively does not exist anymore?
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