If anybody wonders what the "other side" feels about this... 4th Edition fans weigh in on the tough issues. and An unbiased review of Pathfinder. The whole blog is good for a laugh, but don't take it too seriously. I apologize in advance to any 4th edition fans who aren't trolls, but for a blog about D&D, this guy sure spends a lot of time writing about Paizo. My group likes to check in on it every now and again for good flame bait. If anybody has any edition warring they'd like to get out of their system, take it there and leave this excellent thread for meaningful posts.
It seems like most of the weapons requested here really are just larger or smaller versions of weapons that are printed in the Core Rulebook. Other weapons I see mentioned can be found in various d20 handbooks. But, I rephrase the question I posted. Has anyone seen the stats for the weapon in this video?
I had mentioned this before in another thread, but I really want to see the stats for a Flying Guillotine, or "Blood Dripper" as they call it in China... http://en.wikipedia.org/wiki/Flying_guillotine_%28weapon%29 I've never seen this stated in an RPG before. (But if it has been, please let me know.)
memory wrote:
Hahaha... Actually, the one time I tried to put a flying guillotine into my campaign, one of my players fumbled and almost cut his own head off. If this weapon were to actually make it into a handbook, the self-decapitation aspect definitely needs to be factored into its mechanics.
I also think that it's silly for Grit to be based on Wisdom and a Ninja's Ki to be based on Charisma. (Multi-classing Ninja and Monk is going to be kind of awkward when it comes to the Ki-pool subject...) However, I can see why the designers are choosing these abilities. It all has to do with the rules as written, and making the most of them. I have heard of people making house rules where ranged attacks and initiative are based off of Wisdom and Will saves are based on Charisma. This actually makes more sense to me when you think of aiming in terms of perception, and will power in terms of personal spirit. I'm thinking about trying this out in my own campaign and seeing how well it plays. But, if I change the way that the core abilities work, now I have to change other things as well... Upon creation, Elven characters are going to get +2 Wisdom, +2 Intelligence, –2 Constitution ("Elves are farsighted, and have many lifetimes to perfect their arts, but their form is frail."), and Dwarves will get +2 Constitution, +2 Charisma, –2 Dexterity ("Dwarves are tough and bold, but centuries of living in confined spaces has left them somewhat uncoordinated.") See what I did there? ; ) The rules are a multi-threaded spiderweb, and tugging on one thread does strange things to the rest. If Grit has to be based on Wisdom and Ninja Ki has to be a different flavor of Ki than Monk ki, so be it. I like what I see overall, and I'll fix the rest with house rules later. I'm just thrilled to get to a decent gun-fighter in a "world's most popular role playing game" game.
Fair enough I suppose. :) Now, suppose that the drop was at least 500 feet, or that the Ninja was under the effects of a Feather Fall spell (which is both an immediate action, and a Ninja Trick.) I guess my real question is; can a Ninja activate Unbound Steps while in mid-air so long as he ends his movement on solid ground? I ask because I'm designing a mission where the players have to sneak into an impregnable fortress high on a mountain. Another idea I had was for someone to fire an arrow over the chasm that is trailing a long but narrow thread; then use Light Steps to run across the thread. Thoughts?
I just thought of an interesting question that popped into my head while designing a Ninja mission scenario for my players to test out... Can a Ninja activate Unbound Steps while still airborne from making an acrobatics check to jump on the previous round? Imagine this scenario: The Ninja needs to leap across a wide chasm to reach an objective on the far side. So, he uses up a ki point to activate Acrobatic Master and leaps at least 20 feet over the expanse. Seeing that he has undershot his target and is about to fall to his doom, could he then expend one of his uses of Unbound Steps to perform a sort of "double jump" and move twice his speed through the air to the other side of the gorge? Would this work, or have I been playing too much Shinobi III?
I’ve taken my sweet time in posting in these forums, mostly because I feel overwhelmed with ideas and the reading of other people’s feedback. As such, I feel compelled to share my initial thoughts and concerns, as I have yet to find time to perform any real play testing, but I consider this early feedback to be relevant due to the implications that these new classes would have upon my own campaigns. I test video games for a living, but find tabletop games to be much more stimulating. Pathfinder is my favorite fantasy RPG, and I host multiple games whenever I get the chance. I’ve always been a fan of this genre, and I tend to get my information on these things straight from the source… Here’s a picture of me with a friend of mine at an oil painting class. (I’m the squirrely looking guy on the right.) http://www.jinxhackware.com/Content/Member/c62616d0cf7d4bad83da3.jpg You guys at Paizo should really give this Larry fellow a chance to illustrate Pathfinder someday; he has nothing but good things to say about you. ; ) Now, I do not wish to hear arguments that Gunslingers, Ninja, or Samurai do not belong in a fantasy RPG. I have been DMing/GMing for a long time and I have created my own campaign setting where firearms and oriental characters are numerous. If you personally do not care for these themes in your game, then that is your prerogative; but don’t presume to tell me what does and does not belong in my game. (Anyone who posts that they do not like “guns” or “anime” will be promptly ignored, as it is irrelevant to the nature of this discussion.) My thoughts on the Ninja… Historically, Ninja utilized many tools and techniques to accomplish missions as set forth by their employers (noble or otherwise). Though disguise and social trickery were both powerful instruments of a ninja’s infiltration ability, there are already two playable classes which excel at this; the Bard and the Rogue. In my homebrew campaign, the shinobi spies and geisha seductresses of exotic Ty`kin would be rogues and bards, not the new Ninja class. In my humble opinion, the Ninja class should not be treated in a historical manner, but rather in the style of a legendary killer who deals in quick death from the shadows. The ninja’s skills should focus more upon acrobatics, stealth, and escape than courtly intrigue. I feel that many of the abilities and ninja tricks that your team has dreamt up are simply marvelous, but I fear that the Ninja is capable of performing these extraordinary stunts while still retaining all the charm and skill of other Charismatic archetypes. In short, I believe that the ninja (as currently written) would replace the Rogue and Bard, who have long been the primary charismatic infiltrators of my campaign setting. If the ninja is truly meant to be an alternative for the rogue class, then it does indeed make sense that they receive 8 skill points a level, just as rogues do. However, I feel that skill has long been the domain of the Rogue core class and that this should not be violated. I would rather the ninja be more combat oriented than the rogue, than able to talk his way out of any given situation. If I were writing this up as my own homebrew idea, I would remove Appraisal, Diplomacy, Knowledge (Any), Perform, and Use Magic Device from the list of a ninja’s Class Skills (and possibly a few choice others). Alternatively, I would have lowered the amount of skill points that a ninja receives at each level. I rather enjoy the monk-rogue fusion feel of this class, and the expenditure of Ki points plays in nicely with the supernatural aspect of the Ninja legend. However, I would not have chosen charisma as the ability of choice to provide a ninja’s Ki points. The size of a Monk’s Ki pool is based upon their Wisdom score, and I see no reason why this would be different for the Ninja. Now, I understand the reasoning behind this decision, but giving a player additional incentive to make a ninja more of a charmer than a rogue or bard just feels wrong to me. The ninja presented in the artwork (another Wayne Reynolds masterpiece) depicts the iconic killer in black pajamas that we all know from movies and video games, not an historic Japanese spy who infiltrates via bluff and diplomacy. I would rather see ninja Ki abilities determined by Wisdom, and ninjas granted an AC bonus similar to the one that Monks enjoy from Wisdom bonuses to represent ninja combat training. This would further enable the Ninja class to hold its own in a fight, while still gaining Ki points for the ability. There is nothing preventing a player from choosing to make a charismatic ninja who prefers subterfuge over stunt work, but they should not receive the best of both worlds due to a Ki pool that relies upon Charisma. On that note, I mentioned above that I adore the concept of Ninja tricks. They really do make the ninja feel different than anything else. The Acrobatic Master, Bleeding Attack, Combat Trick, Darkvision, Deadly Range, Evasion, Fast Stealth, Feather Fall, Flurry of Stars, Ghost Step, Hidden Weapons, Invisible Blade, Master Disguise, Pressure Points, See the Unseen, Shadow Clone, Shadow Split, Slow Metabolism, Slow Reactions, Sudden Disguise, Vanishing Trick, Ventriloquism, Wall Climber, and Weapon Training tricks all feel perfect for the Ninja and require very little (if any) work to make them flow with the iconic Ninja image. Forgotten Trick, Ki Block, Ki Charge, and Undetected Sabotage strike me as odd for several reasons. Ki Block and Ki Charge don’t really feel very much like the tools of a silent assassin, and more like something a Monk would utilize. Unseen Sabotage is fine, I feel it would be more realistic in the hands of a Rogue who is more proficient with mechanical devices than martial arts. Forgotten Trick seems weird to me… but honestly I’m just sort of neutral about it. If a player wants to spend twice the Ki points on a single ninja trick for a little versatility, that’s fine by me. Light Steps and Unbound Steps are the most marvelous thing about the ninja, so please do not remove these abilities. Just reading them makes me want to roll up a Ninja. Well done. I’m also not opposed to Ninja wielding katanas and other martial weapons; I think the katana helps make the Ninja more combat friendly than the rogue usually is. I’d like to see more ninja gear, including sais, bombs, and trick-friendly weapons. Ninja tricks would be a great way to give players incentive to utilize the less-loved weaponry of the game. Imagine expending Ki points to automatically entangle an enemy in chains, throw a sword like a javelin, stab through a wall, or draw a knife from a sheath hidden in the pommel of a weapon; but only with ninja equipment and those goof-ball weapons that nobody ever chooses. I don’t approve of Ninja being able to utilize every Rogue Talent, especially the ones involving lock picking and social skills. Certainly, there is some overlap that is acceptable, but allowing Ninja access to all the talents of the Rogue only serves to further replace the image of the clever and beguiling thief with a ninja who can do everything (...and also wields a katana.) I feel that the implementation of Smoke Bombs was poorly written. Smoke bombs and all of their variations should be treated as usable items, not abilities. I definitely feel that smoke bombs are an important part of the Ninja myth, but enabling a player to create them at will via the expenditure of Ki points is just silly and it creates all sorts of baffling questions. (How do they actually create them? Does a ninja have to use their bombs immediately, or can they collect them at the start of each day? Could a ninja conjure up enough smoke bombs to sell at market or pass them out to his companions? Ect.) If you want to give ninja a Ki ability based around thrown bombs, let them spend a Ki point to give them +20 on an alchemy check to craft 1dx+x of the things x times a day, but not whenever the player feels like conjuring one out of thin air. I’m also not sure if I agree with the Assassinate advanced trick; more for campaign flavor reasons than for mechanical ones. The Assassin prestige class already covers instant assassination with its Death Attack ability. If a ninja wants access to Death Attack, they should strive to multiclass into Assassin, which has stringent requirements for the abilities it offers. If anyone can just take levels of in Ninja, there isn’t much reason to go down the dark path of the Assassin. (Although, ninja/assassin sounds pretty awesome no matter how you cut it. I would even contemplate having Ninja class levels stack with those of Assassin for determining the DC of a Death Attack, which would give players more of an incentive to choose the prestige class.) So, to summarize my initial feelings about the ninja: • Espionage and social skills are already covered by Bards and Rogues. The Ninja class should be more about Hollywood, and less about history. More acrobatics and martial arts, less diplomacy and bluff. I have players in my oriental campaign who are doing that just fine with charismatic rogues.
These are just my opinions, and I love to hear new ideas. Pathfinder is a wonderful game and even if Ultimate Combat ships with the Ninja class as-is (not likely) I’d still buy it. Most of the things I take issue with can be fixed by a few simple house rules; I’d just like to see Ultimate Combat ship with as little need for those as possible. If I find time to play test anything I’ll post the results here; and keep a look out for my two cents about the Gunslinger coming soon. Kindest regards, -Your friend Azzkigar |