Larkspire wrote:
Ok, so your beef is with 7th level spells, or 13th level wizards? That's where the game breaks down for you? This has been my point all along. The power curve doesn't start to break until 9th level (with 5th level spells) and then 13th level is where it starts to shift more dramatically. The vast, vast majority of campaigns don't even get there.
Larkspire wrote:
The number one thing that people here complaining about are the things like Fly and Teleportation. These are now suddenly "wonnky"? These have been around since the first interations of RPGs. A good DM/publisher is going to understand these things and take them into account in an adventure. I can't even guess how many campaigns I have run. I have never been bent over backwards by those spells. If you want to get rid of magic that breaks the game start with Raise Dead.
Kolokotroni wrote:
Every single one of these threads misses the most vital point, that is time. Time is what equals a lot of this out. For the majority of most campaigns wizards are a liability. They are inferior to the daily adventure compared to a fighter or a cleric. When do wizards/sorcerors really come into power? Probably when they get 5th level spells so 9th/10th level. By that I mean when they can expected to be meaningfully useful through a full day of combat encounters and not the one per day tailored encounter these posts seem to assume. Prior to that the game is largely driven by the martials and clerics, almost every damned time. The arcane casters are carried to 5th level where they chuck out a Color Spray or or two every now and then and pray. Then they get to 5th where their largest contribution is in the form of Haste. Meanwhile the martials get to dominate combat and the rogues/rangers tend to have a better and more useful mix of skills. So, tell me. Why in the world do we spend so much time debating the balance of the game when it only occurs a tiny proportion of the time?
Anzyr wrote:
Sure sure, I am sure you are about to compare the initiative of that Divination specialist, with improved init, the greensting scorpion, and walks around all day with moment of prescience, right? How about the average wizard with the dex of 14 against the ranger with the dex of 18 or 20? Again, you are talking about level 11+ wizards who are just waiting for this encounter. Your arguments every time on these are so myopic. You clearly have a hard on for casters, that's fine, when you run a game just have everyone play fighters and be done with it.
Arbane the Terrible wrote:
DPR may not be the only measure of ability, but it is generally when it comes to "power". I can't remember ever seeing someone get upset because of the gamebreaking power of Speak With Dead, Neutralize Poison, Create Food/Water etc. Teleport is a big deal, but it is also a 5th level spell, has capacity limitations, and destination limitations. Compare that to the.... Ranger wins initiative, declares quarry, favored enemy, clustered shot and proceeds to pump a demon full of arrows at d8+15-20 per shot which largely ignore DR and averages a crit a round.
Arbane the Terrible wrote:
Ah yes, because those Paladins and Archers really seem to be struggling. I have seen more dragons and demons get one rounded by archers than I have by casters.... true story.
All of these "casters have unending power" theories rely incredibly on a GM who is going to just let casters do whatever they want. I have never seen Blood Money actually used in a game. I have never seen people make such silly, obscure, and ludicrous combinations in an attempt to obviously game the system. It isn't that the folks I play with don't know about it, or can't do the math, it is quite simply that they can't come up with anything resembling a defense of clearly unintended results. Sure, Blood Money is a written spell. But it is just as invalid as the wizard who trys to summon a wall of iron, fabricate it into 1000 masterwork longswords and profit. Do you need a rule to shut down obviously stupid and unintended consequences? Sure, you can Magic Jar yourself into a melee monster. Still involves saves, spell resistance, range, duration, and that little detail of leaving your body an awesome target. Forgot those drawbacks, eh? The ultimate failing of these comparisons is the simple fact that it assumes that the caster always has the right build/spells/equipment in order to pull them off, in every encounter all the time, while still being able to do the other stuff they need to do. That's the limiting factor kids. The archers can shoot all day, the fighters can swing all day, the wizard cannot cast spells endlessly, let alone a specific spell. I have never in my life, until this thread, seen someone try to spin that a 1st level wizard is overpowered. If you were going to play a campaign where the entire campaign never advanced passed 4th level, let me know how many wizards you think there would be.
Anzyr wrote:
1) I can't remember anyone admitting their argument is riddled with holes, so of course you can't see them. 2) You are assuming that someone builds a caster around a 1st level spell? Going to throw a feat into Spell Focus just for that first level feat into an otherwise sub-optimal school for it, by and large? 3) Then, your theory is that you are going to deal with someone who is taking one of the most powerful and twinkie routes of all time, Heavens Oracle, to make it work more? Seems like you are making a lot of assumptions for that build that is only expected to play one game... ever... with that character and only use one spell. Sure, it works for your example to a degree but isn't particularly realistic. Further, your build is going to run around with 4-5 of these a day, assuming nothing else is memorized and optimized in that direction and foresaking everything else. After those 4-5 rounds, you are largely a commoner with a worse ac and lower hitpoints. Now, to your math. Assume you have a more realistic 15 DC on your Color Spray. Assume your enemy is a +1 will save. Easy peasy, 70% fail rate. So sure, odds are you will beat that enemy. However, in order to make good use of a color spray you have to be targetting multiple targets, usually 3 seems to be the ideal minimum. Even if you are targetting two, odds are you are going to have one pass. With three you are almost certainly going to have one pass, and a decent chance of two passing. Your 12-13AC having wizard is going to now have to deal with those bad guys who are a bit miffed to say the least. Conclusion, your assessment is crazy. You act as though your first level wizard is going to have an 18-20 in INT as well as a 14-16 in Dex and Con, or devote all their resources to color spray and it never targetting more than one monster who never succeeds the save. All it takes is one made saving through and your 6-8HP having wizard is dead. That 1st level barbarian orc with the great axe? What are his odds of killing you with one swing... pretty good as well.
Anzyr wrote:
Ok, just to poke some holes... That first level wizard/sorc casting Color Spray is within 15' of the enemy and can only do that 1-3 times per day give or take. So you are talking about a single spell expending an enormous portion of resources for the day. Also, in order to be effective you need a cluster of enemies in a small area, which you are now standing effectively right now to and in front of your group. Thus, if the enemies fail their save, which if you are targeting a cluster, some are likely to do, you have a good chance of immediate death. This is one of the problems. People talking about caster power talk as though a caster has nigh unlimited spells, always has the proper spell available, and is able to survive long enough to deploy it and escape. That is a hell of a lot of assumptions. Meanwhile, in your above example the fighter/ranger is killing one or two enemies a round pretty much every round with a fraction of the risk.
Out of curiosity, by the time you get done throwing the nerf bat at all this stuff, what's the point of playing a caster? First, you really just nerfed their combat spells for the most part when the bulk of their real "campaign power" comes from out of combat spells, most of which are higher level. Second, casters are already far from what they were in 3.5 in a much more negative way, btw. Third, martials are dramatically more powerful than they were in 3.5, to the point of largely being more powerful than casters for longer. Seriously, consider fighters and paladins in particular. Build a fighter archer, a monk archer, or a paladin anything and then let's talk. I have seen all three of those dominate games far more than any caster ever, ever has. Sure, a caster at 17th level is going to be extremely powerful, even relative to those classes. However from levels 1-5 or so the casters are dead weight. From 6-10 they are carrying their own weight. From 11-13 they are pulling their weight in combat and more than their weight out of combat. From 14+ they are net contributors. Want to know what the best group in the world looks like? Probably 2-3 (archers) fighters, a cleric with the travel domain, and a bard. They will *murder* anything that you put in their path.
Adjule wrote:
That's a gigantic nerf. A 9th level slot to do an average of 40pts of damage? Think about that for a moment. A 17th level wizard dropping one of his most powerful spell slots to do 40 points of damage. Like I said, 5th is going to be nothing but martials and a healer doing the same thing over and over in every combat until WOTC needs to make enough money by generating splat books to re-complicate it all.
KaiserDM wrote:
The problem is with simplified you get undesirable side effects. The simpler a game system is the less variability you have in it. I could easily make a simple game with the rules on a 3x5 card, one class, one race, one mechanic. Great, but it's boring. The problem I saw in 5th ED was that the damage was toned down heavily, the healing increased dramatically which leads to grinding battles.
Create Mr. Pitt wrote: That said spells scaling with level does sound like a pretty strong change. The entire premise of 5th Ed seems to be to dumb it down, make combat take longer, and continue to bend the curve towards martials away from casters. Who wants to play a game where there isn't any variable dynamics any more? Sure, it's easier, but then you lose so much of the flexibility and variability. I also never really understood the idea that martials are so underpowered in PFS. Sure, if you have a GM who is completely ignoring the rules of magic/spells and making it very easy it can be otherwise it really isn't there. Certainly not compared to the fact that I have been in a ton of games where fighters around 12th level are running around with AC's in the 40's pretty regularly with saves that are all near impossible to fail all the while the archers are dealing insane amounts of damage every single round pretty much.
Look, it is pretty simple. If you know there is going to be a Paladin in the group, understand that if you make a shady-ish character you are heading down conflict rod to one degree or another. If you have outwardly visible signs of "transgressions" expect it to get worst. Sure, you can argue that someone shouldn't play a Paladin, the same way someone could argue that the Warlock doesn't have to projecting "BAD" either.
I find it amusing when a player says that it is another characters fault for playing a class (Paladin) that is required to be Paragon-Good when they make a character whose entire foundation is shady at best. Nevermind everyone else in the group is on one page and you are not. Pretty clear who the douche in this one is.
MrSin wrote:
Tongue in cheek. When you decide to take an evil familiar in a group with a paladin and a LG cleric, you decide to start that player conflict imo. If I was the DM I wouldn't intervene in PvP action on this one, it's just stupid. Sure, the paladin doesn't have to do anything about it, he just loses his powers. No way as a DM would I let a paladin walk around in a group with a freaking demon. Just to clarify, a demon is pretty much the embodiment of chaotic evil, everything a paladin hates and is sworn to destroy. Is there something unclear about that?
Zhayne wrote:
Incorrect, from SRD... "Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good." I would take hanging out with someone who is walking around with a Demon pet as "consistent offends her moral code". Furthermore, even if you are going to be real liberal with that, then the OP can't complain when one morning after breakfast the Paladin roles out a "SMITE EVIL" on the familiar and every such critter that follows it. Good xp source.
I would point out one nice detail... The OP has an evil familiar. The paladin at a very minimum has a problem with that due to the "Association with Evil" clause. Nevermind the dogmatic principles related to walking around with someone chatting up a demon or devil. Sorry, seems like you are giving off the evil stink even if you aren't evil. As a good analogy, consider walking around with Osama Bin Laden in Manhattan in 2002. Are you evil? No, you just have a strange choice in friends... right? What's the end result?
Zhayne wrote:
Wow, talk about a table I would leave....
Anzyr wrote:
Heh. When was the last time a "blaster caster" was a real threat in a game? How many things have energy resistances on top of crazy saves and spell resistances? Nevermind silly volume of hitpoints. Take a level 15 encounter. Against a CR17 dragon. Who is going to do more in that battle? The wizard or the Ranger or Paladin archer? That dragon will be lucky to live two rounds of archery barrages.
Umbranus wrote:
I agree. Rogues and Bards are social animals that excel out of initiative. However, I think you also need to look at how it plays out throughout the levels. A fighter is absolutely dominant in combat for the first 5-6 levels whereas the casters are generally not very good at anything for most of that time.
My biggest concern is the fact that a PC is digging a 10' deep trench in a ballpark 20' diameter. Which means you have a bit more than 60 linear feet of trench, call it 2' wide and 10' deep, a mere 1200 cubic feet of earth. Roughly 45 yards of hard, wet soil? That is two big dump trucks full of dirt. You are doing this by hand, with medieval tools, and expecting to be able to get any rest? Holy crap. That is two days of digging, nothing else, digging and you would be exhausted.
TempNameUntilAnswer wrote:
Ok, this sheds some more light on the situation. First, you seems to have known that you were heading into a PvP scenario at some point. You precipitated that by striking first, right or wrong, justified or not, that started it. Now you are in a full blown PvP scenario, which seems to be the spirit of the campaign lol. So, why the shock and surprise? You antagonized a character and now they want revenge, that is accurate roleplaying. Think about it historically. What happened in history when a semi-lawless area (old world) a conflict erupted? Violence, every time.
It seems to me the entire party is messed up. The OP states it all began when he attacked the aggressor's friend after "irritating him with illegal actions". Goes on to talk about how the attack was "justified" etc. Sounds like someone wanted a reason to attack someone else, the DM let him sandbox it, and now the OP is crying that the other character is now also "justified" in attacking him. The problem isn't the DM, it is the players.
MrSin wrote:
MrSin wrote:
Ok, so the dispute isn't about balance now, it is about flavour text? The fact is that when you say "Five foot, full attack, cluster shot, many shot, deadly aim, all at XYZ" is every bit as effective as anything else in the game. It may be repetitive and boring, but it isn't ineffective.
Lemmy wrote:
Yea, woe is me that the only martial options are to either stand and let a volley of arrows (8 or so) fly at a single enemy, with a single DR against it, from across the battlefield, with nary a chance of a miss except perhaps on the last two attacks. Basically insta-gibbing anything that dares become a target for the archer? Terrible options, right? Do you have any idea how many very difficult encounters with a single heavy boss get one rounded by a 10-15th archer build? Or would you like to talk about the charging barbarian with the vital strike and a falchion that is whacking people for 100+ a clip. Martials may not have a ton of options, but the option to beat the bloody piss out of your enemy is a damned good one.
Kirth Gersen wrote:
Ok, at 9th level you are starting to get an inversion. However, did the wizard or cleric complain that prior to that they were largely luggage? That is the point. I have played almost every class in the game, the most death and destruction every reigned to BBEGs? Paladin Archer. We played ROTRL and Karzoug basically died in a round when archers got a clear line of sight.
Kolokotroni wrote:
A wizard relying on consumables in order to maintain functionality is a short lived proposal at best. Not only is it a far cry from their "functional power" it is also finite in terms of resources. A wizard without spells is a commoner. A fighter or cavalier without dailies is stil 90% of a fighter or cavalier. I am the first one to agree that when a group has a caster get to 9th or 11th it changes the dynamic. That is the first time the group, as a whole, can materially and instantly change the direction of a narrative or encounter arc, primarily through teleport/scry etc etc. However I am not sure what solution there is for that considering the fact that you can't really give a fighter the ability to teleport, or scry, or raise dead. They are still the best at what they do, and compared to 3.5 they are far better at it relatively.
Kolokotroni wrote:
I get what you are trying to say, but you are negating the fact that while the fighter has less, theoretical, options his options are just as valid. In combat, quite often simply killing the enemy is generally the best and only possibility. A martial excels at this. Kolokotroni wrote:
You are still comparing apples and oranges. You completely ignore the fact that the caster *might* be able to change the narration, depending on his particular situation, spell availability, and a thousand other things. The martial can change the situations through a variety of methods as well (albeit mostly violent). You talk about the wizard sneaking past the guard with invisibility (+20 to stealth, about on par with a rogue honestly, at mid level). In the meantime the rest of that solution requires a wizard who is entirely geared for defeating that one series of obstacles, has the perfect set of spells for it, is already medium to high level, and is willing to expend a large amount of resources on it while every opponent failing every check and save. That's a lot of assumptions. Again, I see your point, that a caster can change the entire basis of the scenario. He can simply teleport the group from danger, he can do a lot of things. However as valuable as those things are, the martials do many viable things as well although they tend to be more linear, but they can also do them with a higher chance of survival and all day long.
TarkXT wrote:
How many times have you actually seen a wizard cast Fly, or a cleric/druid cast AirWalk etc in combat? It's rare. When I have played a wizard I don't think I have ever memorized fly, that is a Haste slot, which allows the party to simple storm across that bridge instantly in your previous example. A haste barbarian with 40' of movement suddenly goes to 70' of movement. Assuming a relatively straight line means he is going to run 210' easily, or even as a basic double move 140'. That is a real big bridge.
LoneKnave wrote:
I think that simplifies things. I don't think any character is "baggage" at any level, it is simply that their contribution will be greater or less than their proportional size of the party. I will also say that a large portion of this was made better in PF. The fact is martials are now far more active in higher level games than they were before. Their ability to material impact BBEG type monsters is dramatically greater than before. How often does a Wizard drop a dragon in a round or two? Pretty rare, about 2-5% of the time using a juiced save or die. A well put together archer? Gets pretty damned ugly for that dragon.
TarkXT wrote:
You know what was really well balanced, to a tee? D&D 4E. You know who still plays it? Almost no one. I have seen people play a powerful character so poorly it didn't matter, I have seen people play terrible character incredibly well. If your games are run in such a fashion where mechanics supercede everything else then I do feel sorry for your experiences. Roleplaying games are not meant to be video games that have a linear set of problem solutions. The best wizard in the game is never going to be as good at social interaction as a Bard, or a Rogue, or a Paladin. You cannot cast your way out of all the problems and situations a decent DM should be presenting you with. The fact is that you have the notion that everyone should be equal all the time. Rather than look at the individual components I tend to focus on group effectiveness. I have seen the most powerful character in a given game be just about every possible class (probably never a rogue though honestly). What I can say is that the best player is not the guy who makes the best character, but rather the guy who makes the best character for the group. Here is an example I can give you on that just to show my point. I have played a bard maybe twice in my life, not well either time. In one campaign we had a guy play a bard, the whole group was dwarves and he was the dwarven bard. He had a bigger impact on the narration, mechanics, and general trend of that game moreso than anyone else. Why? Because he *never* did anything directly, but he always helped everyone else do stuff. In short, he was a weak character because he did nothing. He was also the most powerful character because he helped the group do things they never could have without him.
TarkXT wrote:
First, no one is being punished. Since the days I played AD&D everyone knew the name of the game. Martials dominate early, Casters dominate in end game. The idea that a 1st level wizard is even remotely comparable in value to a 1st level fighter is a joke. A fighter is in combat, can take a hit or two, and actually drops enemies. The wizard blows his color sprays and then hides effectively. Count up the first five levels of every campaign. See who drops the most enemies (either killed or marginalized). I will be you $20 that it is going to be 10:1 in favor of the martials. From 5th-10th it drops to 4 or 5 to 1.
Kolokotroni wrote:
This is where the argument fails. You are under the assumption that the caster has the appropriate spell, has it memorized, has it available, and if applicable save/spell resistance fails. Those are a whole lot of ifs. Whereas the martials can do their options, albeit from a more limited pool, non stop and do it in a more survivable fashion. Kolokotroni wrote:
Or the fighter/archer, or ranger/archer can kill two-three of those bad guys a round a piece. Making the situation cease to exist after the first round. Again, making the assumption that a wizard or a cleric is just itching to use a 3rd-6th level spell slot for this situation? Moreover, the martials can relatively easily gain access to items which allow them nearly the same degree of mobility. Kolokotroni wrote:
Apples and oranges. You are comparing a non-combat situation to a combat one. A bard who casts dominate has just initiated an offensive action going into combat. A more apt comparison would be that the rogue backstabs and just kills him :) Kolokotroni wrote:
I don't think there is anything stopping that anymore either. I have just spent so much time in games where the casters basically cower behind the martials for the first 5 levels, then they basically revert to buffing the martials quite often. Now, I play with an experienced group no doubt, and I have watched Inquisitors, Rangers, Paladins, and Fighters just maul everything that comes within 300' almost instantly. The best examples is archers. I have never seen damage delivered like a pathfinder archer can.
Ok, here is the deal. The spell is poorly worded and quite vague. All that aside there is one thing you are missing. The spell says you create a creature with half the hit dice and corresponding abilities. the question then becomes how do you determine what half of a spell like ability etc is? I think the answer becomes more common sense than anything else. Another point is that you also need a piece of the creature to be copied, which is a major difficulty, to say the least. My last point is this. This is a spell that requires both the player and the dm to use their heads. If you try to abuse it, you can. if you want to be really cool with it, you can. If you try to get cheesy, you will suffer under a brutal dm, or ruin the game. So, sure, maybe your wish-machine works. Best case for you, right? Congrats, game is over. You just gamed the system, ruined the party, pissed off the dm, etc. |