Fiendish Baboon

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Bruunwald wrote:
None of those things, though, is a game flaw. The perception is created by a mix of what we want versus our own childish notion that other people always have it better than we do.

It isn't necessarily an issue of one player being jealous of another player.

A huge issue we had in 3.5 was that it was literally impossible to make encounters that could challenge the super characters while letting the unoptimized guys play at the same table. I like how a lot of spell caster stuff has gotten nerfed in PF, because there was no semblance of balance or fair play before. For example, there was a time i showed up to a game with a pretty simple druid build that had an animal companion with as many hp as the party's fighter and an day-long AC that was 20 points higher before buffs. The fighter, along with another PC, just couldn't keep up in the battle of super powers and the range of optimization within the party was so great that the DM was pulling his hair out just trying to get us all to participate equally in combat.

I'm just hoping we can avoid these scenarios this time around with Pathfinder.


leo1925 wrote:
I have a question for the OP, were you (and your group) playing exalted at some point?

I haven't ever played it but i think some of the people in the group have.

Heymitch wrote:
Classes that were overpowered before are now slightly less so (in comparison to other classes). Classes that were particularly weak you may still find weak (like monks).

Eh, thats a little disappointing. I like the monk but just looking at the core book it looks like they still might have problems with MAD and "flurry of misses" from bad BAB.

Heretek wrote:
As said, full casters like Wizards are just as strong really, key difference is they don't have the Spell Compendium spells or some of those extra wacky feats that resulted in Wizards dealing thousands of damage.

When we played before it wasn't uncommon for melee types to do crazy damage (1k+) with the right feats, PrCs, etc, but we found that "save or suck" and other non-damage spells was where the real spellcaster cheese could be found. I'm seeing less SoDs, which is good.


Kaiyanwang wrote:
hogarth wrote:
I'd say that a metamagic rod of Persistent Spell is a little too good for the price.

You mean, post errata too?

(IIRC has been errataed).

IDk about the PF version, but the 3.5 Persistent Spell was ridiculous.


Mok wrote:
Yeah, putting aside inherent imbalances, such as quadratic full-casters versus martial characters...

Ah, so this is still an issue, huh? This was sort of a big deal when we played 3.5 and everyone eventually started to only play casters after around level 6 or so. Glancing at the spell section though, i see that the polymorph nonsense got nerfed a bit.


After getting burned out on other systems, my group has decided to give Pathfinder a shot. We used to play 3.5 a few years back but moved on for a number of reasons. One of the most frustrating and fun aspects of 3x was class imbalance and game mastery aspect of the system. So, having never played PF and only glancing at the thick core book, i have to ask:

What is still commonly regarded as broken or overpowered in Paizo's take on D&D 3e? What new overpowered stuff has been introduced?

Before i jump in as a player or DM, i'd like to know if there are some potent combos and options that may affect gameplay.


Economy of actions seems to be the root of the gunslinger's problems. Being able to fire once every other round doesn't even remotely cut it when an archer can put out 12 arrows in 2 rounds. Having to carry 6 guns, Quickdraw, and then be out of shots after 2 rounds of combat isn't particularly satisfying either, especially when walking around to collect them all after the fight isn't necessarily an option every time. If revolvers become the default weapon of the final version, i'm hoping that speedloaders allow for a free, swift, or in the worst case, move action reloading of the whole cylinder. Sitting out a round while the archer fires 6 shots is no good.

ProfessorCirno wrote:
I'd wager that the "use ability to gain points" is potentially one of the best answers to the questions I made in the general forums regarding rechargable abilities.

This. The vague "do something risky" mechanic in the original design doesn't work very well. Giving the class actual cool stuff to do that is "gritty" and effective is more viable (no guesswork) while still being fun.

The ability to recover points is an aspect of the grit system that potentially makes it stand out from the other point-based class features like that of the monk. There should be an interesting way of making that recovery happen that makes the class unique.