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![]() More skill points, I'd say 6 is fine. All their saves should be good. They should be able to pick a number of skills to be class skills, like Int bonus+4. Bravery is garbage, toss it completely, give them something else in exchange, like being able to move and make an additional attack or higher movement speed. Armor Training 3 should grant DR/magic. Armor Training 4 should grant DR/Adamantine and magic. Armor mastery should grant DR/-. These should probably be equal to the AC provided by your armor. Feats need to be condensed. Badly. Fighters should be able to swap out their combat feats a number of times a day equal to 1/2 their fighter level. Armor check penalties should be based on armor category, not arbitrarily tacked on, and even then they shouldn't be so high. I'd say, ACP 1 for light armor, 2 for medium, and 3 or 4 for heavy. Especially since the difference between a master and everyone else is apparently 5 skill ranks, according to the master craftsman feat. Armor also shouldn't reduce your movement, except by weight. ![]()
![]() LoreKeeper wrote:
I'm going to have to agree with Cpt. Cain, DPR's a trap, it's something you can point at and say 'see? they don't suck' when DPR is only a small part of the problem. The real problem is a system that has a mechanic to determine how durable a person is (hit points) and has mechanics that outright bypass it, as well as having other mechanics that can stop someone dead in their tracks, for extended periods of time, at the same bloody level, and to exacerbate issues, they can do it to huge groups of people. Then there's skills. I'm not even going to start there. ![]()
![]() Mystically Inclined wrote: Many people disagree, but this isn't the place to discuss it. Perhaps the rules forum? This is about discussing the class, perhaps we should actually discuss the class here, subsequent discussion is also a thing. Personally, I think the brawler only being good against a single foe kind of defeats the point of a 'brawler', or someone who participates, frequently in brawls, which are by and large affairs that involve ENTIRE ROOMS, so having the 'brawler' only be good at trashing one dude at a time strikes me as missing the point. In addition to that, there's enough feats in the game as is, many of which are simply logical extensions of earlier feats (I'm looking at you two-weapon fighting) that serve no purpose other than to force a combatant, someone who is generally served learning a bunch of different tricks (this also makes them more entertaining to play), rather than learning one or two tricks, that they never really get better at, unless they make this major investment. Back on point: so why bloat up the game further with more 'Discipline feats' (which I could have sworn were called style feats a few books back) when they should either just be part of the combat system, or something unique like the Ranger's favored enemy? Unless you're saying favored enemy is a magical thing somehow. ![]()
![]() Mergy wrote:
I was thinking "because it's based on a save and no one has better saves than a paladin", even disregarding the outright immunity. ![]()
![]() Iterative attacks, if you're going to raise AC with your BaB, then you make iterative attacks utterly pointless. Now I do think that some classes should get bonuses, like the fighter should get something like a parry bonus in addition to his increased max dex with armor training, but that's not where the problems lie in a lot of these places. ![]()
![]() Mark Sweetman wrote:
As a proper paladin: Room 1:Fine, I walk through the wall. One hammer swing at a time if I must.Room 2:I'll beat him up and make him into a real leader of men. An adventure can hate a paladin all it likes, but if the paladin is clever and truly worthy of being a paladin, he can work around it. The problem is that paladins aren't really known for their cleverness. ![]()
![]() Icyshadow wrote:
In what way? You can't make the saves high enough to bother a paladin, period, and anyone who decides to take the improved Iron Will/Fortitude feats is going to laugh at your best efforts. Most of the spells that are based on touch only do damage and again, you run into the issue that by the time you've dealt enough damage to most of the non-caster classes, you've been dead for 5 turns. ![]()
![]() Icyshadow wrote:
Let's take a look at what you aren't paying attention: The auto-win spells. Both Force Wall and Force Cage are breakable now, admittedly you have to be pretty powerful to go through them, but you can, unlike in 3.X. Then there are all the spells that either got turned into touch attacks, or had saves attached to them. Then there's the Celerity spells which had the disadvantage of "you become dazed after using this spell" when there were items that would allow you to flat ignore being dazed, cheap items. Yes, the casters have been nerfed, badly, they were also made more survivable in exchange, so I still don't think it's quite enough, but it's not as ridiculous as it used to be. ![]()
![]() Icyshadow wrote:
As both me and Shallowsoul said:So? The casters have been nerfed pretty hard all things told, I don't think you realize just how UNSTOPPABLE casters were in 3.X. ![]()
![]() Icyshadow wrote:
...In what way? "Oh no, the feats no one used (combat maneuver feats) have been broken up! Whatever shall we do?" doesn't really count. The Shield Combat tree is definitely better than ever, even if I think it's something that should only take a single feat to accomplish. ![]()
![]() The (improved) is to represent that I have both, do a feat count:
I left out Power Attack. RPG Line and Setting up to the Jade Regent, anything beyond that is beyond me. I'm not actually 15th yet, but I will be soon, and I'm preparing for what to do afterward. ![]()
![]() It's not about finding traps, it's about disabling magical traps, and the only one I have access to is Find Traps, which doesn't let me disable magical traps. Feats:
All of the Paizo books are available. Deity: Shelyn (I did mention that this was basically unheard of, but the GM okay'd it.) Luck Domain Favored Enemy: humans I know it's a relatively small list, but I'm not going to try to type out all of my spells.
I took ranger for basically everything except wild empathy. This is a pre-existing character and it's a little late to change my race. Lawful good. ![]()
![]() They wouldn't make a paladin cry, they'd make a paladin smite. counter-rant: The first problem I noticed "paladin feats are just as plentiful as fighter feats" By this do you mean there are just as many feats dedicated to the paladin as there are to the fight? Because that's not very important. A fighter gets more than twice as many feats as the paladin does and a paladin is more likely to spend them on things to make their class features better, than to spend them on fighting better.
The fact that many GMs will screw with a paladin, by giving them a fall/fall situation, is frustrating enough that they ought to have a bit more power, don't you think? CLW and LoH doesn't always fix the problem, if the GM wants it to be something harder, it is, and a quest ensues. A paladin worth his salt won't behave like that, being a paladin requires more than casual dedication otherwise no one will give you a sidequest, because you are unworthy, and until you truly prove you are worthy of a sidequest, you aren't getting one. First step: humility. Second step: showing you are wise enough to handle your powers without falling every time you use them. It can be incredibly trying to actually play a paladin, even for a guy who is ostensibly lawful good, because sometimes telling the truth is infinitely more damaging than lying. Like telling an incredibly headstrong prince that his girlfriend got kidnapped by trolls, he's going to grab some guards, and get himself (plus the guards) killed by trying to tackle it himself. If you don't say anything about it, you're lying by omission, but if you say something, he gets dead. Plus, the paladin flat loses to neutral creatures. ![]()
![]() The biggest problem with the "armor piercing bullet" concept, is that plate could actually stop bullets. When buying plate, if you knew what you were doing, you would look for a dent in the armor, if it had a hole in it, you didn't buy it. This was the armor being tested to see if it was bullet-proof. Modern bullets have changed that, because they are smaller, and have a significantly greater amount of force behind them. This is why modern plates are ceramic the bullet impacts the armor, and most of the energy is transferred to the plates in the form of cracks, which is why you're supposed to get them replaced after getting shot: they're suddenly less effective. ![]()
![]() The problem with attacks representing multiple attacks over a period of time is in ammunition, unless you outright state "you have enough ammunition for everything you're going to do until you get back to town" which can literally be months or years in some cases, then attacks every turn shouldn't represent multiple attacks over the course of that time. ![]()
![]() mplindustries wrote:
That only happens on some attacks, mostly electricity, even then you could utterly wreck electricity by having a metal wire going from your shield to the ground. Fire spells rarely generate an actual fire that could transfer to you. Directed cold is generally stopped by putting a solid object between you an it. Acid only transfers if you're dumb enough to touch it. Finally sonic depends entirely on how wide it is. Absolutely none of that has anything to do with the fact that HP is abstract which is why things centered around taking damage get weird in places like this. ![]()
![]() TriOmegaZero wrote:
That would also work. ![]()
![]() Doomed Hero wrote:
Bards and Rangers had a decent amount of skill points to spend. There are a lot of holdovers from the previous edition that I wish hadn't stayed. ![]()
![]() pauljathome wrote: Gunslingers. I don't like the flavour (guns don't belong in my faux-medieval fantasy) and I loathe the mechanics (the "primitive" guns have a significantly higher rate of fire than WW1 rifles had). Firearms predate Fullplate in the real world. Actual guns came around the same time frame. I'll accept that it's -YOUR- faux-medeival fantasy, but I want you to understand that in the world without magic, they showed up a lot earlier than where that faux-medeival fantasy world is more or less set, and we -DON'T- have access to brain-enhancing magic. That said: I don't like that guns are so prone to breaking. Especially properly-maintained guns, like what you'd expect an adventurer to have.
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