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![]() Otherwhere wrote:
So characters with Detect Magic at will have octagons in their eyes as well as rods and cones? ;) ![]()
![]() Nicos wrote: I have a couple of problems with that. First you have to counter a spell with another spell. Second it make things more convoluted that they should be. Third the whole planning that kind of stuff is annoying, it doesn't show how smart the GM is, it doesn't show how much the Gm know the system, it is just a burden to have to do this kind of things. And that is just a cantrip. But well, I suppose my rant is more about magic in PF in general. Welcome to caster supremacy? But in all seriousness, any undercover villain (or hero for that matter) that doesn't mask their true alignment and any suspicious magical auras they're carrying around isn't even trying to stay hidden. Magic and alignment detection have been omnipresent throughout D&D's history. ![]()
![]() Status Effect: The method by which a spellcaster slightly increases the amount of enjoyment they are experiencing at the expense of all of the victim's enjoyment. See also: Funpire, Nap Time, Smoko, and Strategic Fun Redistribution (SFD). True Neutral: An individual prone to perching upon fences, also known to engage in erratic and irrational behaviour because they are "above your petty morality", see also: Neutral Evil. Cohort: See Slave. Paladin: A noble champion of justice and the common good, imbued with the power to oppose evil. Powers may be instantly revoked without appeal if the Paladin succumbs to evil, neutrality, nonlawful goodness, or any action that offends the political philosophy of the GM. Munchkin: An individual who, as an equal partner in the adventuring party, constantly strives to be the most equal of the group. Scrub: An experienced gamer who plays at a beginner level as a matter of choice/pride, as higher levels of skill are Dishonorable. Powergamer: Anyone better at playing the game according to the Rules As Written than a scrub. Dragon, True: See Gigantic Sentient Flying Lizard Wizards. Greatsword: The only melee weapon known to exist. See Two-Handed Power Attack. Charisma: An attribute that, if high, is used to remind the DM that people are supposed to be positively predisposed towards your character. No matter how high, the Charisma attribute will not make your character any more liked by NPC's than the worst member of your adventuring party. ![]()
![]() Aelryinth wrote:
I agree with pretty much all of that, though I feel compelled to remind you that it's not just detractors of The Disparity that are uncomfortable with the idea of fighters walking on water, flying, out-wrestling dragons etc just because they need to for balance. What they need is cool ways to shut down those problematic abilities. Martials don't need to be able to wrestle a Dragon toe-to-toe so much as they ought to be able to scale the Dragon, distract, debilitate and generally make life painful for it, and if they so wish, beat it into submission and make it their mount. One of my favourite examples of a Mythic ability done almost right is Dimensional Grappler, explained in the spoiler below for the uninitiated. Dimensional Grappler:
Dimensional Grappler (Su): When you have an opponent grappled or pinned and it attempts to use a teleportation effect, you can attempt a Will save against the effect, even if it would not normally allow a save. If you succeed, you learn the type of teleportation effect (such as dimension door) and the creature's intended destination, and then may prevent the effect (as if using a quickened dimensional anchor, using your character level as your caster level) or accompany the opponent as if you were part of its gear with negligible weight. I say almost right because obviously any class that doesn't have strong will saves gets cheated out of a really, really cool ability. Paladins and Monks get to enjoy and fully utilise it, most other martials do not, and that's sad. But if Dimensional Grappler had been implemented properly as an (Ex) ability with a more universal mechanic, it would've been the gold standard of how martials should be able to counter cheap tricks, at least to me. The enemy casts fly or takes wing to harry you? You can shoot them down and finish it up close weather they like it or not. They're invisible? That's okay, you have situational awareness and blind-fighting; stab them if they try to sneak up on you, and counter-snipe them if they try something at range. The enemy tries to teleport? Grab them by the throat and shut that shit down, or better yet, hitch a ride to draw their WORST DAY EVER out a little longer. Martial counters ought to be simple, efficient, cool and require as little suspension of disbelief as possible. Martials are never going to have as many fantastical abilities as casters, that's the whole point of casters. But martials deserve the ability to counter these magicks when they're being used against them, and to look good doing it. Mages are dangerous, geeking the mage first is just common sense, but that mage should be thinking to himself "Holy shit I need to geek this fighter somehow." too. ![]()
![]() Ssalarn wrote:
Most welcome! One of my favorite skits (and comedic duos) ever, hence my incredulity at missing the reference at first. ![]()
![]() Pixie, the Leng Queen wrote: If paladin commits ANY evil act, no matyer how small, they fall. Point blank period. THAT is why they fall. I use the phrase "going to town" because it's sufficiently vague to not be nitpicky, but specific enough to imply a dramatically and contextually appropriate punishment, such as a classic revenge spree. Actually falling is not required to make this a terrifying threat, just a willingness to pay that price. The real pitfall to playing a Paladin is figuring out (or hopefully just being able to hash out frankly) what the GM's interpretation of the Paladin code is. Lawful stupid GM's are a thing too, after all. ![]()
![]() Paladin. Full Stop. No, not lawful stupid, I-didn't-actually-read-the-code-on-induction-day Paladins; there's nothing in the code that says you have to be a chaste, stuck-up knight templar. If you actually read it, very little of it is much of a handicap at all. A knight templar type might live in fear of falling, but real Paladins do not; their enemies do. Any evildoer with half a brain realises that if they piss a Paladin off enough, they will happily fall from grace once they're done going to town on you. I'm not even talking about the awesome old Powder Keg of Justice story. That one's dialled up to 11 in a good way, but Paladins are people, hopefully exceptional ones, but people have limits that they won't cross without the right nudge. You don't want to give them that nudge. And that's just the "I have to be a jerk who's constantly fretting over my own moral cleanliness" misconception. Real paladins get to have fun and look damn good doing it. Partying and post-saving-the-whatever debauchery is AOK, and you can drink pretty much anybody under the table besides. Massive Fortitude Saves, Mercies and Immunity to Disease is an enviable combination for those who enjoy a spot of revelry. Being arrested isn't automatic grounds for falling either. You can spend time in the slammer for breaking crappy laws*, break out of said slammer*, and then dust yourself off, pick up your sword, and go be a champion of justice and goodness with your adventuring company all over again. No other class has that kind of awesome roleplaying fodder built in for free, and that's just my extreme example of a noble scoundrel type Paladin. There's plenty of other ways to portray them credibly. (*remember, only legitimate authority needs to be respected.) ![]()
![]() kyrt-ryder wrote:
How did I miss this reference?! I would give you more than one +1 if I could, kyrt-ryder. ![]()
![]() Insain Dragoon wrote:
Yeah, I got that, no worries. What I was getting at was that having a cool magic sword isn't "cheating" at being a pure martial. Rather that acquiring an important weapon (magic or not) is almost an expected part of your average martial hero's journey. ![]()
![]() VargrBoartusk wrote: As for the Path of War, Let me first explain my stance on magic. Magic ? Magic is magic. Psionics are magic, SLA's are magic, Dragons ability to fly and other square/cube law funzies like giants? Also magic. Magic is any form of BS that allows someone or something to do the blatently impossible. Now some of this like most spell effects are big flashy i summon fire and rain doom upon my enemies and this is blatent BSing at its best. No one argues it's impossability and for caster types this is fine. For martials it's to much for me. Your milage might very you might like it I don't. See, that explanation sheds some much needed light. You ascribe any capability that violates real world physics to magic, and that's totally okay, but the default assumption of Pathfinder's high fantasy world is that, while dragons may be chockers with awesome magic, those wings they have work. Their bodies don't collapse or tear themselves apart because gigantic sentient flying lizard wizards can exist "naturally" in Golarion. Again, not hating on your interpretation, but I feel compelled to point out that it is yours, and that by cannon, the natural laws of Golarian accommodate things like Dragons and Giants and the Tarrasque. The question asked by critics of the disparity, a question I see being sadly misrepresented way too often, seems to be "if all of these other things can exist without magic, why are fighters arbitrarily barred from tapping into the same natural/extraordinary/nonmagical goodness?" Or, to put it another way, "why are nice things only for non-humanoids and primary spellcasters?" Why is a warrior who transcends real world limitations just a little bit via legendary prowess, less sucky skills, and little things like better climb/jump/run/swim rates so offensive? The Fighter can already start their day with a refreshing cup of liquid hot magma, outrun the fastest humans who ever lived, lift spine-snapping loads, then sleep off the damage from those lightly cooked internal organs and do it all again tomorrow. Why is patching in some far more reasonable extraordinary capabilities suddenly crossing a "must be magic" threshold? ![]()
![]() Insain Dragoon wrote: So someone like Samurai Jack then? You. I like you. Cool holy sword? Check.
Jack is definitely an example of a "just that badass" high fantasy character done right. ![]()
![]() RDM42 wrote:
Your passive aggression is turning into regular aggression, also that counter point has been debunked. Prepared spells are retained indefinitely until cast, wizards have a multitude of ways to work around losing access to their spellbooks, and cantrips and school abilities are things that exist. Next argument, please. ![]()
![]() Kirth Gersen wrote:
This. So many times over. Whenever a PC doesn't obey the Polite Code for Gentlemanly Magicians, the rest of the party becomes their sidekicks at best or their pawns at worst. It's not even malicious, full casters just naturally assert control over their surroundings. ![]()
![]() Tormsskull wrote: Okay, what do you think is more fair? 60% don't have a problem with the disparity? 40%? Why bandy about totally unverifiable percentages in the first place? But if we're going with gut math, I don't know anybody who plays Pathfinder or D&D and thinks that the martial/caster disparity isn't a thing, so I'll see your 40% and go all in. I don't play with a representative sample of all Pathfinder players everywhere, so I don't pretend that my own subjective 100% is accurate, but in my experience, the more experience a player has, the more likely they are to realise that their beloved martial character isn't at the Wizard's right hand, or even eating at the same table. They're the help. ![]()
![]() RDM42 wrote:
That's an oversimplification, I'm afraid. Martial characters need to be able to punish you for turning your back on them. Not every Tom, Dick and Harry, and certainly not your average dumb monster, just martially-trained sentients and appropriately swift or ferocious creatures. There is a galaxy of difference between a dweeb wizard with a knife trying to block your egress and a trained warrior who will cut you down the moment you falter or take your eyes off them. ![]()
![]() Lifat wrote:
The problem there doesn't seem to be that withdrawing is a thing, more that martial characters don't have a way to cut you down like a coward when you try to flee from them. ![]()
![]() andreww wrote:
I's say I defy you to justify how a weapon that ignores the hardness of the object altogether is not effective, but apparently that challenge has stood the test already. ![]()
![]() Chengar Qordath wrote: Yeah, any class without an alignment restriction would default to True Neutral as its "natural" alignment. But then, I tend to think of True Neutral as the most common alignment for people anyway. They don't want things to be in a state of total anarchy or rigid order, and while they're not going to be jerks for no reason they also look out for themselves and generally don't make major sacrifices to help strangers. Neutral Good would make more sense for a natural default, if we're taking human psychology and nature into account at all. Perhaps even Lawful Good, or at least Lawful Neutral, given our natural inclinations towards such practices as trading, lawmaking and forming social groups/hierarchies. Not that the D&D alignment system is nearly nuanced or detailed enough to account for real-world morality and ethics. ![]()
![]() Pixie, the Leng Queen wrote: Idk, you guys are odd with your bro code and man code and wh a t evs Less of a "code" and more of a gentleman's agreement to the effect of "no d!ck punching". Don't break that agreement unless you enjoy getting in the junk right back. But there's definitely no kind of secret Bro Code, right fellas? *makes secret sign* ![]()
![]() Magus and Bards blur the lines between martial and magical, sure, but they rely upon their weapons to be effective. But for Paladins and Rangers a handful of utilitarian spells is icing on the cake, not a core or even important feature. They neither depend upon those abilities nor miss them when they are absent; the weapons they wield are their true tools. ![]()
![]() alair223 wrote:
I'm guessing that's a reference to Rise of the Runelords, alair. Without revealing spoilers, what to do with creatures that are inherently evil but presently helpless is a popular moral dilemma to throw at PC's. ![]()
![]() Quark Blast wrote:
Haha! Can't take a 5-ft step without tripping over a legendary protagonist who is more important and powerful than your entire party combined will ever hope to be. ![]()
![]() I don't see a Pathfinder 2E as likely, at least in the foreseeable future. I think a revised edition would be much more likely than a second edition. Setting aside Paizo's stated desire to not render current material obsolete, a *lot* of gamers love Pathfinder for the D&D 3rd/3.5 nostalgia. Not only that, Pathfinder preserves its predecessor's charm while substantially revising and improving upon the source. That's quite an accomplishment to risk throwing away. Balancing the need to change the game enough to justify charging us for new books against the need to preserve that D&D 3.5 charm and feel would be a massive challenge. bugleyman wrote: I've been playing Pathfinder for 6 years, but that isn't why. You're welcome to your opinion, but please don't claim to speak for others. You are equally welcome to your opinion, good sir, but don't pretend that we're not speaking for a lot of fans, either. ![]()
![]() Pathfinder Design Team wrote:
I'm going to enjoy showing this to every rules lawyer I know *so very, very, very much*. ![]()
![]() Late to the party but for the record, none of my Pathfinder groups have had any trouble understanding the function of this item. We run it as written, without any added command words or requirement to be wielded, and see it as a perfectly fair and reasonable spontaneous caster's answer to the pearls of power, which I remind you are barred from spontaneous casters. Quandary wrote:
I'd have to agree with Quandary, and even then only as the worst-case interpretation, rather than the stated/intended application. ![]()
![]() Never had a single problem with Leadership in fifteen years. To be fair, my gaming groups lack the "us vs. the DM" attitude that leads to banned mechanics instead of reasonable discussion between adults, but it's a completely reasonable (not to mention cool) benefit to sink a precious feat into all the same. At the risk of sounding rude, pre-emptively banning a core feat seems like a scrub move to me. ![]()
![]() Stashing something with a lot of utility in it, such as a Wand, a Decanter of Endless Water, a Portable Hole, or a Well of Many Worlds would be a practical idea. Logic being that if you can only hide a couple of items from the bad guys, utility beats power. I've also seen a wizard shrink his spellbook down to fit, and our Rogue hid her backup weapon, a sortof magic switchblade, in hers. You could also fit a Glove of Storing and go from appearing to be disarmed to demolishing fortified walls and enemies with an Adamantine Greatsword in one turn. Also don't forget that there's no “one item at a time” stipulation. You could easily slip the Portable Hole full of spare equipment and the Well of Many Worlds in the one pocket for both a comprehensive escape plan, just make sure you can tell them apart... Practicality aside, one of the most *fun* applications of items like this for me has been trolling That Guy. You all know That Guy, ye who judges loudly from down low, who conflates being lawful and/or good aligned with being stupid and/or self righteous and can't keep their hands out of other party members pockets. So one session the Wizard crafted concealing pockets for everyone, and we slipped the GM descriptions of what surprises we had left in them for That Guy. On the tame but still ego-bruising end, the Wizard's new pocket had nothing but a lump of coal and an alarm spell in it, while the Alchemist's lovely new purse had two pouches, the hidden one she used, and the main pocket which was booby trapped with Sovereign Glue. Unfortunately That Guy never tripped any of the Alchemist's or Wizard's traps, as That Guy targeted party members more or less in descending order of alignment, starting with the “self-righteous” Paladin and the neutral good Shaman. The Paladin played the long game, keeping a handful of valuable coins that, unbeknownst to That Guy, were the same enchanted coins that the party had recovered as part of a sting several adventures prior. Believing all was well, That Guy proceeded to reach into the unsuspecting Shaman's Handy Haversack, only to find... D4+1 ravenous weasels. That they swarmed him in the middle of a marketplace with dozens of laughing onlookers only made the prank that much sweeter for us and an even more memorable lesson for That Guy. That Guy later earned a permanent criminal record in two powerful magocratic nations when he spent his 5gp of stolen money. That Guy stopped stealing after that, we were all slightly disappointed. |