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![]() Really? I mean, we did have thosee moments in mid or high level pf1 when we rolled high and declared "my attack is about twenty/thirty highyish" and the GM would just say "ok, you hit". But now modifiers are much much simpler, there's less buffs, it just feels easier to know exactly how much you rolled. I haven't played higher than lvl 7, though, so maybe that's it ![]()
![]() NemisCassander wrote:
Can you provide a few examples of this, so someone who does not have any training on this can see what you mean? Thanks!![]()
![]() ClanPsi wrote:
Actually, It doesn't really solve the problem. Goblins could already select a wolf; both cavalier dedication and Steed Ally (paladin) have the caveat that for cultural reasons a GM can allow a different kind of animal, and goblin lore points to them hating horses. It's not really a problem if your GM is reasonable. The problem is that the wolf still does not gain the mount trait, so it cannot use any non land speed while you mount it. Why do you care? Because paladin mounts gain the ability to fly ![]()
![]() Hey, there. This is just a long rant with little in the form of analysis or suggestions. This just the tale of a goblin and his dog So, I made myself a goblin paladin for a homebrew campaign. I'm still level 2, but I'm planning my build up to 20.
1-there are goblin dogs and riding dogs in the bestiary. They don't have the mount trait 2-there is a goblin ancestry feat that looks tailor made for this fluffwise, but it fails crunchwise because it doesn't give your mount the "mount" trait:
3-There are many paladin class feats that empower your steed, including the option to have a specialized companion. (As an aside, specialized companions gain by default +2 to their int bonus. The paladin exclusive specialization, auspicious, gives +2 to their int bonus. By RAW, your steed gains 4 to int bonus and reaches companions the equivalent of an intelligence of 10/ end aside). So, lucky me, there's a specialization just for this: Racer, but IT UNBELIEVABLY DOES NOT GIVE THE ANIMAL THE MOUNT TRAIT Sooooo, it kind of feels that the game is fighting against the concept, and it really really shouldn't, because goblins are kind of paizo's thing. They wanted them to be core. They are little and angry and funny and ugly and scrappy and they love fire and they hate horses and dogs. I'm not usually uptight about respecting the canon fluff, and in fact I usually don't even read it. But this time you (paizo) succeeded! I actually care about goblins and want to play as a goblin and want it to feel like a goblin. And the damn rules won't let me! Proposed solutions, because I'm not just going to rant:
B-please just do one of these:
Any of these would do. You got me good, paizo. I'm hooked on your silly, horse hating goblins. Just let me play that concept.
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![]() Qazyr wrote:
It's just a joke because they are written the same way and they are pronounced differently, while demon and daemon would not be pronounced differently if English just had a systematic way of translating letters to sounds ![]()
![]() shroudb wrote:
This is kind of off topic, so I'm sorry about this, but I just found this reasoning very very wrong. I'm only writing this because the designers seem to share this notion that I find really weird, and with really impractical consequences in the way information is organized. I need to know the dcs when I'm making a character. I need to know precisely how much of my scarce resources to allocate in each thing I'm going to try to do.
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![]() Flames of Chaos wrote:
Nono, the worst possible reading still gets you to spend 2 actions (one to Handle, one to Command) to get two animal actions in return. ![]()
![]() Alchemaic wrote:
I did not expect that. This means that hardness is actually hp for the shield (and not what we usually refer to as hardness, that is, a damage reduction), and "number of dents" is just an hp multiplier. This makes shields worse than the alternate way some (most?) of us were running it. I haven't played in high level combat yet, but at lvl 7 a Sturdy Shield with hardness 10 would have been dented by pretty much every single attack, which means that after 2 rounds (when it's broken and you don't want to risk having it destroyed) the only thing it does is prevent you from wieding a bigger weapon ![]()
![]() Arachnofiend wrote:
Don't put words in my mouth, it makes it look like you are arguing in bad faith. All my characters in 10 years of pf, except for an alchemist in like 2010, have been martials. That means their primary method of combat resolution was to stand in front of the biggest enemy and sword them in the hit points. What martial does not mean is that they have no access to magical effects or ways of interacting with of magic. A barbarian that can dispel with his axe or a fighter that can enchant his weapon with x-bane are martial characters.Having a character that cannot interact with magic except by failing will saves is not a character concept that is level appropiate after lvl 5. Yes, I know I said it before, but I'm repeating it because that is what this conversation should be about, instead of you misrepresenting my argument ![]()
![]() Arachnofiend wrote:
Nope Mundane character concepts are dead. Which is good. Being non-magical is not a character concept that is level appropiate after lvl 5 ![]()
![]() I'm playing a fighter right now. Mutation Master 13. It's pretty cool: I wield an elven spear with a shield, because I have 3 arms; I can fly very fast, cause the mutagen keeps my dex really high so I can use a light armor and still have good ac (36 with mutagen on); I am the face of the party, albeit my skills aren't very good, I'm just better tan the rest; Cut from the air & smash from the air let me use my 11 attacks of opportunity per round to cover my party when they are wounded; Warrior spirit lets me have bane on demand, but also Greater Distracting, Planar, Heretic, Treasonous & Mimetic, all of them situationally great weapon qualities. I can sneak, trip, attack at range, ignore dr and lock down casters (disruptive + spellbreaker + greater disrupting) all with moderate success. All in all, I like my character and I don't get bored because I can do a bunch of different things. I'm not a batman wizard, of course, but it's nice. However, that required going through a bunch of different books, spending hours scanning for useful feats & weapon qualities, choosing a weird weapon (reach + finesse) that determines my race (elf) and so reduces my hp and my dpr, because 1d8 20x3 is not very special. So my point is that you can make an interesting fighter, but the cost in time and effort is really tough. And you still can't do anything overtly significant. I can't teleport to the other side of the world, I can't créate a demiplane, I can't heal, I can't overcome a trapped door. Stamina points are a joke; they don't do anything, just a bit more damage here and a bit more damage there. Advanced armor training it's also kinda bad. Apart from the one that gives you skills and the one that lets you craft magic arms & armor, the rest just don't do anything. So, yeah. I don't think the fighter is in an disadvantageous position compared to the other martials. I don't think paladins, rangers & barbarians are head and shoulders above it. So, in this respect, I think fighters are done. Fixed. Of course, casters are another story. M/C D, etc. ![]()
![]() I don't know about you, but using a jingasa was fun for me. Splat surfing is fun. Navigating through an endless amount of useless items until I find one that is not crap is fun, because I get to experience a kind of "player level up" (as opposed to a "character level up"). Everytime a char of mine bought a jingasa I felt good, because I had found out about a cool, powerful option. In contrast, everytime I buy a ring of protection or a cloak of resistance (items with the same dominance in their respective slots) I feel like I'm being forced to buy an uninteresting item just so my char doesn't die. Nerfing the jingasa while leaving the big six unscathed seems like a terrible move IMO ![]()
![]() Knitifine wrote:
So, the fighter with 20 STR invalidates the fighter with 16 STR, just like the latter invalidates the fighter with 12 STR, who invalidates the fighter with 8 STR. Optimization is not binary, it is a scale. You and your group get to choose where you stand. That has two important corollaries. 1- it is arbitrary and consensual. 2- it is not an indication of your personality. It does not determine whether you are good guy or someone bent on "harming the game". ![]()
![]() When mantaining a swordmaster Tiger trance, how exactly do you resolve the charge? What kind of action is the CMB check? My guess is that you can check as a free action once per turn. If you succeed, you can pounce. If not, you can do whatever you want. There is nothing RAW to support this interpretation, I know, but "seems" right, because the way it's currently written you get to make as many checks as you want, even many times against the same enemy, because Core wrote: Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. The other sensible possibility is that you make the CMB check as part of the charge, and you get to pounce if you succeed and if you fail you make a normal charge. This is, however, vastly inferior. So, what do you think? Tiger Trance: Ex: The swordmaster pounces upon her opponents, striking with the ferocity and brute force of a wild tiger. While in this trance, a swordmaster can make a combat maneuver check against an opponent within charge range. If she succeeds, she may charge that opponent and make a full attack against that opponent. |