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Goth Guru wrote:

The game is built so they can't move out of range after making the sneak attack.

A minor houserule that sneak attack can include any remaining movement for that round to move away, would help.

typically (in our games) the rogue acts more as a distraction/nuisance or ends up delivering the final blow (usually as a surprise strike from a flanking/behind position).

I do like your idea for remaining movement and sneak attack. It fits the "hit and run" rogue concept very well.


Athaleon wrote:
Damian Magecraft wrote:
Arakhor wrote:
Damian Magecraft wrote:
It could be we don't approach character design as some kind of mini-game that needs "solved."
If you say so, but you're the one talking about how multi-classing is terribly broken and how all your players loved demihuman class cheese.

and by taking away their ability to game the system the had to stop relying on the brute force approach and start thinking of how to actually cope with a weakness.

A favorite example for me is the common "rogues cannot survive combat with out levels of xxxx".
If you are going toe to toe then of course they can't.
But maybe they weren't meant to be in your face combatants? I mean tgeir primary combat ability is called "sneak" attack.

A Rogue that doesn't go toe to toe is generally a Rogue doing little damage, no sneak attack damage, and odds are, not doing anything useful at all. They're supposed to hang back, and wait for an opening (or something) because they're sneaky (or whatever). Is that what roleplaying is?

if you think charging in "guns blazing" (as it were) is the only way a rogue can contribute to combat; then you and I have very different views of how a rogue can be a contributing member of the party.


Arakhor wrote:
Damian Magecraft wrote:
It could be we don't approach character design as some kind of mini-game that needs "solved."
If you say so, but you're the one talking about how multi-classing is terribly broken and how all your players loved demihuman class cheese.

and by taking away their ability to game the system the had to stop relying on the brute force approach and start thinking of how to actually cope with a weakness.

A favorite example for me is the common "rogues cannot survive combat with out levels of xxxx".
If you are going toe to toe then of course they can't.
But maybe they weren't meant to be in your face combatants? I mean tgeir primary combat ability is called "sneak" attack.


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Arakhor wrote:
Damian Magecraft wrote:
we have found the opposite to be true...

Well, you clearly have some very odd players.

Then again, people multi-classing in 2nd Ed were passing up all those single-class kits, some of which were distinctly cheesy.

It could be we don't approach character design as some kind of mini-game that needs "solved."


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Goth Guru wrote:
TriOmegaZero wrote:
Dual-classing is nothing like multiclassing.

And triple classing is simply 3 classes. Possibly 2 core and one prestige. If you want to suggest that no prestige class should have more than one core class as a prerequisite, ok.

But no multi or prestige classes has pretty much been voted down.

I was unaware that my personal house rules were up for a vote. The op simply asked what house rules we have implemented that have made the game better for us.


Scud422 wrote:
The only real problem I see with banning multi-classing is that it increases the martial / caster disparity as this ban will really only hurt martial builds. Full casters will almost never multiclass anyway because they don't want to lose out on spellcasting levels.

we have found the opposite to be true...


Rycaut wrote:

If you don't play with multiclassing do you also not play with Prestige Classes? (Or only with those prestige classes that don't have multiclass requirements?) especially in pathfinder most prestige classes have more flavor than mechanical advantage (shadowdancer and dragon disciple may be exceptions but they are also highly flavorful some newer ones like Evangelist may also be fairly powerful but likewise also very flavorful)

I guess I wouldn't fit at your table (the poster whose house rule bans multiclassing) all but one of my current characters in campaigns or pfs are multiclassed)

nope... no prestige classess. Most of the more interesting ones have been converted into full classes or archetypes anyway.

If a player "must" play a prestige I will try to work with them to homebrew up either a full class or an archetype based around said Prestige.

I have had a lot of "diehard" multiclassers give my games a try. Most end up staying with the game. But I have had a few who just say "f*** this" and walk away. It is not for everyone. Playing in a game where you are locked into a single class requires a different mind set. You do not have the advantage of going "my xxxx has a weak zzzz, I can just dip 3 levels of yyyy to compensate." Instead you have to find other ways of working with or around that weakness.


Arakhor wrote:
Maybe not, but at most you've had problems with humans multi-classing for 15 years. "Demihuman" multi-classing was hardly munchkin stuff.

when the only thing players run is demi-human multi-classes it is a problem.

And if you think demihuman multiclassing wasn't munchkin then you were lucky.


Arakhor wrote:
Damian Magecraft wrote:
Multi-classing is not a recent development in the hobby. (there were rules for it in 1e. And it was a bad idea back then).
Racial level limits were a really silly idea, but humans weren't affected by either rule.

now humans can multi-class, still doesn't make it a good idea.


mittean wrote:

SarcasmDragon, please stop.

Damian expressed an opinion: he doesn't do multi-classing. He's gained little but headache from it. Your flippant, antagonistic comment is not warranted on these boards. This is a discussion about House Rules people use. He stated his rule, and you decided to outright insult him. It's not necessary, and it's not welcome in this community. Disagreeing is fine. Insulting is not.

I am used to it.

Multi-classing is a "hot button" and a deal breaker when it gets banned from the table for most folks.
An advantage of having been in the hobby for so long (and most of it as a GM) is the development of a thick hide. (compared to the insults I get for "daring" to run Rifts relatively House Rule free, these were practically non-existent).


TriOmegaZero wrote:
Then you don't have 40 years of experience with multiclassing I guess.

no...

but I do have 40 years of experience in the hobby.
my apologies if that distinction was not clear.


TriOmegaZero wrote:
Dual-classing is nothing like multiclassing.

and Multi-classing came about not long after dual-classing. It was an option in 2e; 3.x just made it easier to pull off (still doesn't make it a good idea).


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Sarcasm Dragon wrote:
Damian Magecraft wrote:

in my 40 years of experience

You must have a time machine, since you were playing this game system 25 years before its original release. Of course I can take you seriously after a preposterous claim like that.

you do realize this system is an evolution of 3.x which in turn is an evolution of multiple iterations of D&D?

Multi-classing is not a recent development in the hobby. (there were rules for it in 1e. And it was a bad idea back then).


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TOZ wrote:
My Mileage Does Vary.

which is why I did say in my experience.

Every argument for a multi-class concept that has ever been presented to me inevitably boils down to "I want x powers in addition to y powers and I want to avoid z built in downsides while doing it."


The Reason for my flat ban on multi-classing:
1: it is over used and unimaginative.
2: in my 40 years of experience the only reason players do it is just for "moar powah"(YMMV).
3: with 30+ classes; each of whom have an average of 10+ archetypes; an uncounted number of feats, and in most cases multiple choices on class powers there is no reason a player cannot design a character that will be a functional contributing party member (and meet their concept at the same time).

The Reason for a ban on 3p:
1: 90% of it is outright broken.
2: I am an adult with responsibilities outside of my chosen hobby (work, significant other, etc...) rather than waste time sifting through all the 3p to find that 10% that I would conceivably allow I choose to devote that time to building an elaborate setting and awe inspiring plots for our weekly sessions.

The Reason for the ban on Unchained:
1: I found none of it to my liking
2: not everyone can agree on what is good and what is not in it.
so to avoid the inevitable "but let Geoff use x from unchained; so why can I not use y (which clearly breaks my setting)?" I opted to just ban it.

The Reason for the Crafting Ban:
Crafting by PCs breaks the setting economy.
Players want a specific item?
either commission it (thereby generating at least 1 to 8 side plots)
or quest for it (thereby generating at least 1 to 8 side plots).


simple rules that made my games easier/better?

PC crafting is banned (commission it or quest for it.)
multi-classing is banned (tired of characters with more dips than a Baskin-Robbins super sunday).
no 3p, and no unchained.


How do I deal with the "disparity"?

1: utilize all 3 exp tracks (non-casters on the fast track, full casters on the slow track, everyone else on the middle track). Side note: I am toying around with creating a 5 track system for further refinement of this idea.

2: class skills no longer require a minimum of 1 skill point to gain the +3 bonus.

3: all classes get a minimum of 4 plus int bonus for skill points. (Minimum 4 per level).

4: For fighters ONLY each feat tree is condensed into its own "evolving" feat. (The fighter gets the next stage of the feat automatically when he/she qualifies for it or 4 levels after the last evolution, whichever is longer.


I just use the rule of "commission it or use what you find"
It seems to work well for my groups.


Headfirst wrote:
Fergie wrote:

I've been working on a guide that focuses on maximizing fun, and most of it is about discussing and agreeing on what type of play you enjoy.

** spoiler omitted **
If you click on my name, you can see what I have come up with so far.
This is all really good stuff, Fergie, and exactly what this thread is about. Thanks!

ah so it is things of that nature you seek...

5 Simple Rules to keep in mind as a player or gm.

#1: What is good for one is good for all.
Also known as the Goose/Gander rule. It basically means any Power/skill/spell/gear the PCs have access to so do the NPCs. (and Vice Verse)

#2: Actions have consequences.
Pretty self explanatory... every action (even good ones) will produce some kind of result beyond the immediate. The Party Kills that NPC that had the secret information to defeat the Bad Guy? Now they do not have access to that information. The party chases a petty tyrant from a town? The tale of their good deed spreads. The town folk are grateful; etc... (Remember consequences do not have to be bad things good things can come about as well).

#3: Events do not stagnate.
The Party chooses to ignore a plot thread? This is not a video game; The villain is not going to wait for the heroes to "get around" to him; He is going to continue with his plans. What could this mean for our heroes? The Big Bad Evil Guy might be bigger and badder than he would have been if they had followed it when it was first presented. Or it could be that another band of heroes defeated him stealing the players thunder.

#4: The GM is god (to a point).
Regardless of what some players would have you think; the GM really is god (of his game world); he controls every thing in the game universe except the PCs. Arguing with him over a decision is tantamount to telling the gods they are running the universe wrong. (see rule #2)
But GMs are human and therefore fallible. If a Player disagrees with you give them 5 minutes to calmly and rationally present their case. This does not mean you (the GM) have to change your call but you do have to give it a listen and actively consider it.
Players if the you are still not happy with the GMs call; do not continue to disrupt the game; this does nothing to further your case. Instead accept the call for the remainder of the game and then discuss it in further depth after the session is over.
Both sides need to remember that calm rational discussion will go farther than a shouting match will.

#5: Have Fun.
Do I really need to explain this?

The 4 phrases of a Good GM
You want what?...

1: ok.
You have considered the ramifications of the players request and do not foresee any issues cropping up.

2: Ok, But...
You Foresee a possible issue that can be fixed by a simple rider to the players request.

3: No, But how about?
The request is just too imbalancing, out there, silly, or clashes with your setting parameters. But you have something that does fit the core of the players desires.

4: NO!
The player has asked you to ignore the fun of everyone else at the table (including your own) and cater to his/her whims exactly.

Use of option 4 should be rare. But when used DO NOT ever try to defend your use of it with anything more than "Because I do not want that in my game world." (anything else just gives the "problem player" an excuse to try to argue why they are "right.")

If done properly your players should end up nervous when you use option 1 because it means you have seen how their "special" can create complications for them during play.


Headfirst wrote:
Damian Magecraft wrote:
Be respectful of others. (this should not need to be further defined or detailed).
Again, I disagree. Remember, not everyone who gets into RPGs is a 40-year-old adult who already made all their stupid teenage mistakes decades ago. Some of these kids are going to get into Pathfinder with childhood buddies or college friends and have bad experiences because they think hiding...

The problem I have with this idea is I know many teens who are just getting into the hobby. They know the difference between trollish and respectful behavior.

There is a saying at my FLGS...
If you have to ask if something is disrespectful then it probably is.

Asking for tips on how to balance combat and non-combat scenes in an adventure or campaign, Asking how to deal with disruptive trollish players, Asking how to pad out an adventure polt, and asking how to "fix" a plot "derail" is fine (that is what the advice forum is for imo).

But trying to define in fine detail on a point for point basis what is and is not acceptable behavior at the table? That is an impossible task. As Amanuensis shows that will vary from table to table (no offense btw but I would leave a game where Scry and Fry were allowed as I find it to be unfun even with the "protections/counters" in place). Hence why the simple rule of "be respectful of the others at the table" is so much better a guide line to use.

If need be add in a second rule of "be aware of what the group considers fun."


Neurophage wrote:
Damian Magecraft wrote:


Be respectful of others. (this should not need to be further defined or detailed).
Maybe it's unnecessary for you, but this isn't the case for everyone. What do you have to lose from them doing what may be necessary for them? If the answer is "nothing," then why are you even bothering with this thread?

The belief that further detail is "required" for some individuals is...

Disturbing but does not surprise me any longer.

A few more from off the top of my head then...

Gnome is not a valid improvised weapon.
A one man band is not an appropriate bard instrument.
No starting with an AC higher than your age.
No using ten or more sourcebooks to make one character.


Neurophage wrote:

Damien, I think the point is more along the lines of making scry-and-fry not work because most people accept that scry-and-fry is an unfun overly-broad solution and probably shouldn't be in the game.

And don't bother bringing up hard answers to scry-and-fry like Nondetection, because making every bad guy have always-on Nondetection to prevent unreasonable tactics is perceived as a sleight against the player who choose build their character around those tactics.

Dont Scry and fry

Dont bring a Hack & Slash to a Political game.
Dont bring an "optimized" char to a casual group.
Dont bring a "there's an app for that" mage to the table.
Dont bring a char that can solo the campaign.
etc, etc, etc, ad nausea...

the list is never ending.

Be respectful of others. (this should not need to be further defined or detailed).


kyrt-ryder wrote:
Damian Magecraft wrote:
kyrt-ryder wrote:
Damian Magecraft wrote:
kyrt-ryder wrote:
Damian Magecraft wrote:

There is no secret set of complex rules.

Just the one simple one.

1: Don't be a D***.

This is far, far, FAR more complex than you make it out to be.

Without a thorough understanding of the rules and how the various classes play, in many cases it's extremely counter-intuitive to... and I quote... 'not be a D***'

Not because the person has the mentality/attitude of that, but rather because the rules don't work the way one expects them to at first glance.

I disagree.

The goal of the game is for everyone to have fun.
If you are having fun at the expense of the rest of the table you are being a D***.

Case in point:
I am well versed enough in the system to make some of the most broken builds possible.
I choose not to (even though seeing just how badly I can break a game is one type of fun I enjoy).
That is me not being a D***.

Or to put it another way...
You are not the only person at the table; show respect for the others.

Damian... could you please step out of this thread? You're arguing against a homebrew thread intended to address a perceived issue. Saying you don't see the issue changes nothing.

For what it's worth, my very first campaign I was in my character completely and utterly dominated combat. Not because I intended to be a D***, but because I studied my own character and how to develop her while the rest of the party didn't. Totally innocent, totally disruptive.

Did you dial back once you noticed the power divide? Or change to a new character?
At the time I didn't understand that being more powerful was an issue. It's only in hindsight [and after a few conversations with the Co GMs] that I understood that my character was the reason they kept cranking the encounter levels up and auto-hitting the rest of the party.

ok...

My point is no matter what "rules" we put forth here in this thread they are all going to boil down to "be respectful of the others at the table."
If you try to codify it into individual dos and don'ts in order for it to comprehensive it will total well into the thousands (possibly the millions).
And in addition will create loopholes for the troll at the table to dance through.


kyrt-ryder wrote:
Damian Magecraft wrote:
kyrt-ryder wrote:
Damian Magecraft wrote:

There is no secret set of complex rules.

Just the one simple one.

1: Don't be a D***.

This is far, far, FAR more complex than you make it out to be.

Without a thorough understanding of the rules and how the various classes play, in many cases it's extremely counter-intuitive to... and I quote... 'not be a D***'

Not because the person has the mentality/attitude of that, but rather because the rules don't work the way one expects them to at first glance.

I disagree.

The goal of the game is for everyone to have fun.
If you are having fun at the expense of the rest of the table you are being a D***.

Case in point:
I am well versed enough in the system to make some of the most broken builds possible.
I choose not to (even though seeing just how badly I can break a game is one type of fun I enjoy).
That is me not being a D***.

Or to put it another way...
You are not the only person at the table; show respect for the others.

Damian... could you please step out of this thread? You're arguing against a homebrew thread intended to address a perceived issue. Saying you don't see the issue changes nothing.

For what it's worth, my very first campaign I was in my character completely and utterly dominated combat. Not because I intended to be a D***, but because I studied my own character and how to develop her while the rest of the party didn't. Totally innocent, totally disruptive.

Did you dial back once you noticed the power divide? Or change to a new character?


kyrt-ryder wrote:
Damian Magecraft wrote:

There is no secret set of complex rules.

Just the one simple one.

1: Don't be a D***.

This is far, far, FAR more complex than you make it out to be.

Without a thorough understanding of the rules and how the various classes play, in many cases it's extremely counter-intuitive to... and I quote... 'not be a D***'

Not because the person has the mentality/attitude of that, but rather because the rules don't work the way one expects them to at first glance.

I disagree.

The goal of the game is for everyone to have fun.
If you are having fun at the expense of the rest of the table you are being a D***.

Case in point:
I am well versed enough in the system to make some of the most broken builds possible.
I choose not to (even though seeing just how badly I can break a game is one type of fun I enjoy).
That is me not being a D***.

Or to put it another way...
You are not the only person at the table; show respect for the others.


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There is no secret set of complex rules.
Just the one simple one.

1: Don't be a D***.


Berti Blackfoot wrote:

My players are complaining i'm too easy on them.

Part of it is mechanical (they are min maxed and use good tactics), but part of it is me. It is just hard for me to "let loose" and go after them. I really don't like the killer GM style as a player, but I find myself going too far the other direction.

They are 3rd level, 5 PCs with 2 animal companions, and are all new classes out of the ACG (except the Barbarian), 3 have darkvision, so it's hard enough just from a mechanical perspective. A lot of what I do just slows down the encounter, or they find ways around the smarter stuff. More hp, poison, more monsters, just makes it take longer. So that is my problem mechanically: how do I make an encounter harder without making it boring? (I assume there are tons of threads on this)

But secondly how do I get over an aversion to killing PCs?

up the CR by 3.

If they still insist it is to easy then up the CR by another 3.
Continue this trend until they stop complaining it is to easy.


I use the Palladium Fantasy setting with a heavy dose of home brew modification.


Dot for later.


I like the idea of just eliminating the Arcane/Divine spells division altogether.
Limit the classes in some other form. (Like say bumping the level of C*W spells by +2 for arcane casters).


Why not just eliminate the Arcane/Divine spells division altogether?
Limit the classes in some other form. (Like say bumping the level of C*W spells by +2 for arcane casters).


sgriobhadair wrote:
Damian Magecraft wrote:

I utilize all 3 EXP Tracks for the classes:

Fast Track
barbarian, fighter, monk, rogue, cavalier, ninja, samurai
Medium Track
bard, paladin, ranger, inquisitor, gunslinger, magus
Slow Track
cleric, druid, sorcerer, wizard, alchemist, oracle, summoner, witch
I was actually wondering recently whether something like this would be effective (remembering, of course, the AD&D progressions), so it's good to see it's been successfully used.

It works And quite well.

I am still debating on the exact track for various classes however.
Certain Archetypes could raise or lower the track for a class. (the Skirmisher Ranger for example should be a fast track not medium).


Dot.


kyrt-ryder wrote:
Damian Magecraft wrote:
kyrt-ryder wrote:
Jaelithe wrote:
In both cases, casters start with a fairly limited list of spells from which they may choose, which increases regularly throughout their careers. This makes much more sense to me than the "run wild in the candy store" mentality Paizo endorsed in its rules.
Thought I'd point out this mentality isn't something Paizo came up with, it's the very same philosophy brought into the hobby during 3.0
It is older than that.
I'm not, so I wasn't sufficiently familiar with older versions of D&D (or were you referencing other RPGs in a broad sense? I realize in retrospect I said 'hobby' when I was actually referencing 'd&d and its direct progeny')

In D&D there was the silly percent chance to learn a spell... but only in D&D. Every other system to come into existence after tossed that concept first. (a concept that was almost universally house ruled out of existence in every home game). Many of us were surprised that it took until 3.0 before that rule was tossed completely by D&D. In fact if you look at the untold number of house rules used with 2e and combined them into a system you would get 3.x. It is why many greybeards like myself find the claims of its "innovativeness" so absurd.


kyrt-ryder wrote:
Jaelithe wrote:
In both cases, casters start with a fairly limited list of spells from which they may choose, which increases regularly throughout their careers. This makes much more sense to me than the "run wild in the candy store" mentality Paizo endorsed in its rules.
Thought I'd point out this mentality isn't something Paizo came up with, it's the very same philosophy brought into the hobby during 3.0

It is older than that.


Jaelithe wrote:
Damian Magecraft wrote:
Jaelithe wrote:
This makes much more sense to me than the "run wild in the candy store" mentality Paizo endorsed in its rules.

This is the part that is bothering me the most...

They are not advocating this in any semblance.
What they have done is provide a basic frame of reference that everyone can be familiar with. The GM is then free to build on that frame as he see fits.
it is just good business sense... make the Basics as broad as possible and allow for modification at the End-users point. (It is easier to take away than to add to).

I agree, but only in part.

"The basics" is, or in my opinion (see that, wraithstrike?) should be, "Here are all these spells." By adding, "The players' characters may employ all these spells, and you have to rule to prevent it" instead of saying, "These are suggested spells; add them to your game as you see fit" annoys me no end. Instead, wired into the game is stuff like, "This character may select any spell from this list at this level."

In a word ... ridiculous.

and every RPG ever written uses this same formula "here is the list of spells/powers/skills/feats/etc... PCx may select y number from this list at level z" But they also all (including Pathfinder) at the very beginning of the core rules state a variation of RULE ZERO.

To claim an industry standard is ridiculous places you in a rather precarious position in discussions/debates.


Jaelithe wrote:
This is magic, not mathematics.

Gotta disagree with you on this point.

Magic is as much Science as it is Art.
(gods... I cannot believe I am on this end of that argument...)


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Jaelithe wrote:
This makes much more sense to me than the "run wild in the candy store" mentality Paizo endorsed in its rules.

This is the part that is bothering me the most...

They are not advocating this in any semblance.
What they have done is provide a basic frame of reference that everyone can be familiar with. The GM is then free to build on that frame as he see fits.
it is just good business sense... make the Basics as broad as possible and allow for modification at the End-users point. (It is easier to take away than to add to).


Jaelithe wrote:
wraithstrike wrote:
And I see your idea as unreasonable unless you are in a campaign world where magic is rare. Your wizard will know which spells exist in the game.

Magic is not commonplace in my games, no. It's not unheard of, but ... it's certainly not such that a young wizard will have a collated and codified list of spells that would be recognized as such 5,000 or even 500 miles away. Much will depend on the manner and competency of his training and the accessibility of relatively common magics as decided upon by his mentor(s). To each their own. I certainly make it my goal to make certain an arcane caster in my games has the opportunity to fulfill his character's ambitions ... but I don't feel bound to do it in the manner he wants or expects. Screw that.

Quote:
Choosing spells is no more meta than choosing feats.
If spells are well-known, certainly. But that's the presupposition you're making with which I don't agree.

Much of this conversation is centering on the Wizard...

I am curious however on how you cope with the Sorcerer? They just "know" their spells No learning/memorization involved.
What about divine caster? again no learning involved there.


Arachnofiend wrote:
Damian Magecraft wrote:
Jaelithe wrote:
wraithstrike wrote:

As I suggested before ban certain spells before the game starts. That is a lot different than saying a player can't choose their spells upon leveling up.

Banning a spell is not different than banning a feat or class to me, but it should be noted so nobody is surprised.

I agree, but in broader strokes, as opposed to specifics. Saying, "Don't look at the Core Rules and attempt to plan out your wizard's spell list, because not all of them are available. Your knowledge of such will grow as your character's does," is a reasonable warning, and one I always give. (It's been this way in my campaigns for 33+ years.)

A revised spell list that allows the player to re-familiarize him or herself with what's available is a degree of meta-gaming I have no intention of enabling.

I just use the caveat of "all spells/powers/skills/feats/etc... are subject to GM approval" that seems to keep the peace far better than anything else.

That is entirely reasonable, and if you were my GM you could probably expect me to talk to you about my entire build before the game starts because I am going to have a long term concept in mind and want to make sure you're not opposed to any of its key components.

What worries me is when a spell or feat isn't banned but I don't get to take it right now anyways for... roleplay reasons, I guess? I'm honestly not 100% sure what Jaelithe means by "will grow as your character does"; I was under the impression that leveling up was representative of the growth that characters undergo so they can do new cool things.

Its a meta-game issue more than anything I think...

Some GMs do not like (or out-right hate) preplanned 20 level builds.
I admit I am not a fan of them... But I do understand some players get a form of enjoyment from it. The only concession I require from those players is that they do not bring a build guide to the table. They can look over them to hearts content any other time but by the time they get to the table they should have a general idea of the direction they wish to take said character. (And yes I did have a Player "snit-fit quit" because of the request).


Steve Geddes wrote:
MrSin wrote:
Wasn't this thread about balance or something? These multi-topic necro threads always confuse me.

Yep:

Steve Geddes wrote:
MrSin wrote:
Jaelithe wrote:
If a DM uses control of spell access (for both PCs and NPCs) as one of his tools to moderate the tone, power level, and style of his campaign, that doesn't equate to calling players entitled.
Right, but its a houserule that not everyone uses, which was the point. I'd argue that you should just balance the spells to begin with and that spells are imbalanced to begin with.
What does balance the spells mean? That all third level spells should be roughly "equivalent" in power? Or that third level spells should allow a wizard to operate at a similar scope to a fifth level fighter? Or something else?
Would you mind explaining that to me? I'm not sure exactly what people mean by balancing spells.

Depends on what you mean by balance I would think.

Personally I think ditching the learning limit on spells (can't have this spell until you are this character level) would help the system not detract from it (but I am in the minority there).


MrSin wrote:
Steve Geddes wrote:

I think the objection will more be "That's not fun!"

A lot of people really enjoy having full control over their character's development and spells known is a pretty key element of a spellcaster.

I think its a bit of a clash between styles and views of who and what a player is and what they are allowed.

Wasn't this thread about balance or something? These multi-topic necro threads always confuse me.

it still is about balance...

trouble is you cannot have a discussion about balance without addressing player preferences. And you cannot have that conversation without "entitlement" rearing its ugly head.


Steve Geddes wrote:
Jaelithe wrote:
Steve Geddes wrote:
Jaelithe wrote:

... it makes perfect sense in context of a particularly-styled campaign.

Quote:
The GM is free to change anything he likes via rule 0. I don't see the problem here.
That's true. My point, though, is this: It should be the default, not something that needs to be house-ruled.

While I also prefer limits on the spells magicusers can learn, isnt it something that's easier to take away than add?

I struggle with the concept of how a game "should" be, since it's all subjective in my view. Nonetheless, I can understand a publisher going for breadth of appeal, rather than tailoring the game to one gamestyle or, as you put it, "a particularly styled campaign".

Well, I am probably appealing too much to common sense, here, as opposed to, as you say, "breadth of appeal." Good point.

The only problem with taking away something people have gotten used to is the whining that sometimes ensues.

"That's not FAY-ER!"

Yeah ... it is.

I think the objection will more be "That's not fun!"

A lot of people really enjoy having full control over their character's development and spells known is a pretty key element of a spellcaster.

That objection will always exist.

Regardless of weather it is enforced via RAW or GM caveat.


Jaelithe wrote:
wraithstrike wrote:

As I suggested before ban certain spells before the game starts. That is a lot different than saying a player can't choose their spells upon leveling up.

Banning a spell is not different than banning a feat or class to me, but it should be noted so nobody is surprised.

I agree, but in broader strokes, as opposed to specifics. Saying, "Don't look at the Core Rules and attempt to plan out your wizard's spell list, because not all of them are available. Your knowledge of such will grow as your character's does," is a reasonable warning, and one I always give. (It's been this way in my campaigns for 33+ years.)

A revised spell list that allows the player to re-familiarize him or herself with what's available is a degree of meta-gaming I have no intention of enabling.

I just use the caveat of "all spells/powers/skills/feats/etc... are subject to GM approval" that seems to keep the peace far better than anything else.


wraithstrike wrote:
Damian Magecraft wrote:
wraithstrike wrote:
ArmoredSaint wrote:
I still don't see any good reason that acquisition of new spells should be automatic. I miss the days of mages having to roll to learn each new spell they got; it helped rein in their power somewhat. I wish the rule hadn't been discarded in later editions...

I would have hated that rule. I played second edition so I dont know if it was taken out of that version or my GM just ignored it.

It is not always easy, but it is better to play with like-minded or flexible individuals who play within the optimization range you like to play on.

your Gm ignored it.
OK. He seemed to allow every book under the sun, so it does not surprise me. Playing as a Thykreen cleric was fun though. I never really did learn the rules too well though.

no one really learned the rules very well to 2e... It was one of the big stumbling blocks to entry into the hobby (the massive number of rules that is).


wraithstrike wrote:
Damian Magecraft wrote:
Alexandros Satorum wrote:
I am talking about he spells they gain from leveling up, extra spell are a diferent thing. How do you do it in your games?

I do not know how anyone else handles it...

I make it require a spellcraft check to covert the spell into a form the PC understands and can repeatedly duplicate.
But I imagine I run magic different from most folks though...
Does the spellcraft check in your game have a specific formula to find the DC or is it random?

Current formula is:

DC is equal to 15 + spell level + any circumstantial modifiers (Language/racial variations etc...)
And if learning from a scroll the DC goes up by +10 automatically.

The reason for the scrolls DC bump is due to how I run scrolls: Anyone who can read a scroll can cast from the scroll.
The act of reading the scroll (it does not have to be out loud) activates it.
The writing on the scroll disappears after it is used.


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wraithstrike wrote:
ArmoredSaint wrote:
I still don't see any good reason that acquisition of new spells should be automatic. I miss the days of mages having to roll to learn each new spell they got; it helped rein in their power somewhat. I wish the rule hadn't been discarded in later editions...

I would have hated that rule. I played second edition so I dont know if it was taken out of that version or my GM just ignored it.

It is not always easy, but it is better to play with like-minded or flexible individuals who play within the optimization range you like to play on.

your Gm ignored it.


Jaelithe wrote:
Alexandros Satorum wrote:
I am talking about [t]he spells they gain from leveling up, extra spell[s] are a di[f]ferent thing. How do you do it in your games?

How exactly do you just "gain" spells simply from leveling up, in particular as a wizard? (I take issue with that, obviously.) Are you assuming that your character spontaneously conceives them ... that he or she had them in their spell-book all along and are simply able to employ them now ... what?

I assume the wizard has been doing research during his off/down time on those two spells and at level up has finally doped out how those spells work.


Alexandros Satorum wrote:
I am talking about he spells they gain from leveling up, extra spell are a diferent thing. How do you do it in your games?

I do not know how anyone else handles it...

I make it require a spellcraft check to covert the spell into a form the PC understands and can repeatedly duplicate.
But I imagine I run magic different from most folks though...


I run it like so...

Levels 0 - 2 Common
Levels 3 - 5 uncommon
Levels 6 - 8 Rare
Level 9 ultra-rare

This is just a benchmark however individual spells may be higher or lower in availability based on relative power, local custom, etc...

I do not allow 3rd party or old 3.5 in my games.

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