Riftwarden

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Organized Play Member. 198 posts. No reviews. No lists. 1 wishlist.



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Some evil so I don't get dragged into the 30 min "discussion" about morality.


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Need does matter, but it is not the only thing that does. Another thing is being able to fully understand something to want it. How many know how a true motor works, never mind trying to dream that up.

Religion was a true force against progression in the dark ages here, in a medieval setting why would that not be the case. The other thing about tech is it equalizes many more things then fantasy does. Would those in power want to give that up?


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To me Psionics is Dnd, occult is cuthulu, each to their own I guess.


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For me it is simple as this. If you say your character can do something please for the love of god stat it so it can, or be the fop that fails. Back story and fluff that does not impact actions is totally up to the players in my games, but the fighter that studied in a wizard tower hurts my head with 2 skill points and no studious aspects.

I have ran many games in many states, and to me there is no badwrongfun if people are having fun. But it is a group play and having fluff that others can relate to and understand really keeps the shenanigans out of the game.

YMMV


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My guess, per dev's saying they don't like complicated math during combat that rage will change to be a bit easier for non-math types to handle. That there is a need for this makes me sad, but that is another discussion.

Summoner will be less munchkin-able and more standard options. I can see the need, if you don't have the average player read the summoner 2 to 5 times to get how they work it is easy to build a broken eidolon.

Hope they adjust master summoner and synthesist as they sound fun but bring a whole new level of problems.

But this is just my opinion, take it for what you will.


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Give them wizard spells to 6th level or such. Seriously unless you do something like that vivisectionist's, investigators, and bards will make more use of them then a rogue.

And with spells we have truestrike, blur, etc etc to make them a little less squishy and better able to hit and do that SA.

EDIT: added a word for clarity


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It really depends, but in all 3 of my campaigns another 9th caster, especially arcane is the one who does the best against BBEG casters. The buffs they have stop a lot of enemy spells, and they have the tools to wreck the enemy. Now I have so few single BBEG's the archwizard almost always has a tough melee or 4 to let the melee play with.

Just think of all the tricks you casters have done to keep melee away or survive almost anything. As I said tho, YMMV.


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Knee jerk banning, got to love it, seriously, review and ban what ya like, honestly blood money shenanigans is all I worry about in my game, maybe my players are different, who knows YMMV

One other thing, if the Shaman scares you, the arcanist will make you run, and I believe it is the best new player arcane their is firmly a tad below the base wizard.


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Ok, I will address a few things in my OP I did not.
1. No matter what a front liner with bad fort and will is bad, and gimmicky things don't make up for it.
2. I find the swashbuckler to be a very clunky class that has issues, were as the magus does what it is supposed to very well, and giving it a way to be more dashing is easy and hurts the magus not at all.
3. The Eldritch Scion does have its drawbacks, but for a swashbuckler I think most would agree he was a charismatic guy, and this is it, and the bloodrage does not confer the rage, just the level dependant powers from that bloodrage bloodline. Having options for reach, arcanes buffs and anti caster, or any of the other bloodlines when ya want is nice.


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This and the hunter will always be on a slippery slope due to them being 6th level casters with 9th level parents. For the warpriest the ability to heal/buff as a swift is nice, but it severely hampers mythic stuff, and in that light is truly a bad choice compared to a cleric.

As early brought up the scaling of the weapon damage is nice, but not being able to buff it also hinders this class. It seems like lots of bandages to justify medium BAB on a dedicated melee.


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The luckiest SOB to ever live, nobody killed him for xp on the way up.


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I ok EVERYTHING unless it is cheese walking and talking type. And yes, anyone who played for long would know it when they seen it. Psionics are balanced, fairly easy for those newbies I have taught. In fact easier then a wizard or sorcerer to be honest. For veterans I would say its the opposite for the most part.

As far as balanced, IMO they are all tier 2 thru 4, makes for a more interesting game, nothing horrible, noting god like. The ability to nova when and where you like against any encounter, social, combat, or whatever you like is awesome. The hardest thing about psionics is gadging how much power to use, how much to save.

Dreamscarred Press did 110% on these 2 books, got the balance, flavor and mechanics the way they should be. I really feel its mistrust because of older editions, or plain hysteria keeping most away, but that is another tale.

YMMV, but I urge everyone to at least look at the d20pfsrd and check the class's and powers. It cant hurt, I hope.


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Well my full psionic group has hit lvl 11, it is as follows:

Telepath Psion 11
Vitalist 11
Psy War 11
Marksman 11

Psion is used to playing god wizard and likes how psionic powers scale, and it is more of a chess match then an I win button a wizard was.

Vitalist used a few feets to grab Astral Construct and Collective full group buffs/heals.

Psy war is our DW tanking type with a pounce option making dw decent again.

Marksman puts to shame any other dedicated archer I have seen, full BAB, bonus feats, and other pure range options.

The totaly best thing is everyone has their role, no one shows up another, and no single player could rule the game, no one feels useless during any phase. The non-int based characters all got 4+int skills, this alone was nice, yet another discussion. YMMV


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You just played the "GOD" wizard to 15+ and want a break for the mass paperwork and planning. A good Barb is kind of fun to role play and is easy street for combat. Others want a concept that has no spells. YMMV


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To all those that have worked on this thank you very much, I truly appreciate these house rules as they fix 99% of my issues with the base game.

My group has been a little reluctant but the melee jumped to yes shortly after a quick Q & A. The only negative feedback is combat is a lot more deadly, and I am not sure that is a negative.


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My personal advice would take the normal fight and just double the numbers of all mobs. Upping CR is all well and good but they may not be prepared to fight a solo BBEG that far ahead of them.

YMMV


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On some spells I just tell my players there are doors in my campaign, you open them and the bad guys get to do the same thing.

Baleful poly was abused for some time, few levels latter assaulting a temple 15 sorc's in a cabal spammed it back. The party saved on anything but a 1 or 2 mostly, but 15 times a round... only the wiz made it out of there.

That group was decent about 1 trick ponies after that.

EDIT: the sorcerers were sent by the campaigns BBEG to stop these annoying polymorphing fools


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I love the idea of running this to take over the kingdom they just made