The wife has a question on metamagic, sorcerors, and how they learn spells. Quote:
I don't see any problem with this, learning a metamagic'd spell as the standard version to cast. Obviously, the sorceror can't use the standard version of the spell, and it's a higher level, balancing it out. What do folks think about this?
Mortagon wrote: The sorcerer wielding the glaive as mentioned in the original post has now reached level 5 an has barely used his glaive in about two levels. It's a nice bonus at lower levels but soon outgrows its usefulness. I don't think removing this particular ability will make humans less of an option. The bonus feat and extra skill point is pretty good already. Pretty well as expected there. that's about the time the 3/4 BAB characters start feeling the pain vs fighters and the like in melee, unless they're specialized melee-locks.
Quandary wrote:
Simplest (for those who can't understand fractions) might be to just change the way saving throw totals are listed. instead of: level fort reflex will
it could be listed like this: Upon gaining a level in cleric, the saving throws increase by the below amount:
I'm sorry it's big, but the fighter needs options akin to that of the wizard. Maneuvers that scale with level and can be used offensively, defensively, or as battlefield control. Much as the Wizard/Sorceror gets a large section of the book dedicated to his spells, the Fighter (and to a lesser extend other warrior classes) should have the same. The feats system was a good idea, but they just don't scale well. An 18th level feat slot is totally different from a 1st level feat slot, yet they're the same. special 'fighter only' feats that are better than normal might be something for this, or perhaps a mechanic that allows a fighter to get lower level slots back when he upgrades a feat chain.
Sneaksy Dragon wrote:
humans are already a very very strong race in comparison, bonus skill point, bonus feat, and now bonus WP. It may be more of an argument for an Elf Nerf as opposed to more buffs for humans.
Quandary wrote:
something like: (just off the top of my head, with no regard for balance) Iron Fortress Prereq: BAB+8, shield prof, heavy armor prof
May be a bit off-topic, but only a bit. I came into contact with the Pathfinder sunder rules, such as they are, in my last game session where my character tried to cut an opponent's sword belt before he could get his falchion drawn. Am I right in interpreting that the opposed roll for sunder attempts no longer applies, and I'm just attacking his AC modified by size of the target? that seems.. off. See P151, I think this rule needs to be cleaned up.
The Wraith wrote:
Thanks for the cite. I still think extending Armor Training bonuses to armor and shields will go a bit toward making up the gap that a sword&board fighter faces vs two-handed and two-weapon styles. And again, as long as he isn't getting the bonus twice, it would only apply if for some reason he's using a shield and no armor, or if his armor has no ACP. That's fair, I say.
Zurai wrote:
But it's already different. NPCs and adversaries don't usually get adventurers equipment last I checked. They also have fairly generic stats unless otherwise noted.
magnuskn wrote:
you make a good point. The intent of this system isn't to replace magic arms and armor though, but to supplement them. one CAN take enhancement bonuses to weapons and armor with this, but they're probably much better off taking the stat and save and deflection bonuses instead, by design. I leave them to help out characters like monks and versatile fighters, who may not have one weapon (or even one set of weapons) that they regularly use, but want to stay viable in combat, or the defensive character who really needs to be hard to hurt regardless of what armor they're wearing. I honestly don't expect the basic armor and weapon enhancements to be used much. Thanks for the comment! Abraham spalding wrote:
Adventurers are already a league apart from "everybody else", due to from their stats and abilities. Otherwise they wouldn't be adventurers. Abraham spalding wrote:
More actually, because you aren't spending almost the entirety of your gold on enhancement and ability bonuses, like you normally would. Abraham spalding wrote:
I haven't decided if the character's enhancement bonus will apply to item hardness and HP. I'm thinking yes, and it's a valid thing to discuss the pros and cons of on a houserules forum. (we're getting really off-topic on this thread!) It will revert to its base properties when wielded by someone with an inherent enhancement bonus lesser than it is though. Magic items should be a little less 'liquid' using this system, you can't just go to the store and order up +4 mithril ghost touch heavy fortification fullplate of ease. It helps PCs use the 'junk' magic items, get the bonuses they want, and lets them spend their money on something other than enhancement bonuses.
Michael Suzio wrote: Bumping this, because I did have a serious question -- would a fighter get the armor mastery bonus with just a shield? I can't be the only one who has (more than once) taken PC's captive and had them have to figure out a way to escape without their gear? An improvised shield isn't hard to come up with, and I'd be inclined to give the fighter his armor mastery bonus if he did that. I would allow it. I wouldn't allow the bonus twice with armor+shield, but as long as he has at least a buckler, the skilled fighter has something to work with and should get his mastery bonus. As far as officially goes, 'Armor and Shields' is a single equipment category. Read into that what you will.
Quandary wrote:
The system I came up with to counter the problem is this: (copypasta from game webpage) # I want magic items to be cool again. I want magic items to be nifty and unique, instead of everyone carrying the same 6 basic items: Weapons, armor&shield, and various protection & statboosts. To that end, I am implementing the following system. You get a "pool" of bonus points each level, that you can allocate to various things: Weapon enhancement bonus
Costs:
If you pay 4 points, you get +4 breastplate, or +4 to Intelligence, or a +2 sword, or +10 bonus to one skill. Max cap: 1/3 your character level, rounded down, save for skills which is 1/2 rounded up to the nearest +5. This means you can't get +5 armor/weapons/etc until 15th level, and no +6 stat boosts until 18th, and you can get a +10 skill booster from 11th level onwards, and nothing higher until epic. Bonuses obtained in this way don't take up magic item spaces. If you get a +5 Enhancement bonus to AC, that applies to any armor that you wear. Ditto melee and ranged weapons, although you must buy those seperately. Rearranging points: At every levelup, you re-arrange as many points as you're gaining before applying your newly gained points. Points Gained at each New Level
This lets you have "interesting" magic items, as your base magical equipment bonuses and magical stat boosts aren't linked to any specific item. The categories were picked because all of these boosts (armor bonus, shield bonus, deflection bonus, resistance bonus, stat and skill bonuses, weapon enhancement bonuses) are all of the sort that every PC goes for first. If we take that out of the items and put them on the characters themselves, this allows a lot of room for flavor. Note that if the PC has say, a +1 enhancement bonus to melee and picks up a +2 sword, he'll still be using the greater bonus. This is meant to enhance existing magical equipment, not replace it, which is why the points are a little low all told. You're still expected to seek out better magical equipment than what you can generate yourself, but the basics are covered, and this de-emphasizes equipment somewhat, as I Feel D&D just pays Too Much Attention to magical equipment.
hogarth wrote:
Personally I don't seen any problem with monks flurrying with greatswords, halberds, and 6 foot bronze statues of Happy Buddah.
Eric Tillemans wrote:
For that matter, are 3 levels of fortification really necessary? 25% doesn't seem very useful at all.
Sort_vampyr wrote:
Cleave requires a full round action in pathfinder.
Pendagast wrote:
Sure, at low level, these are the fallback armors. I think the OPs point is that the armors that aren't top tier for each weight class are clearly inferior, and that characters who can afford better will. The question you need to ask is if this is okay or not. It is the nature of armor (even in real life) that those who live by the quality of their armor will buy the best that they can afford with the mobility they require. If you want characters over 3rd level to wear armor other than chain shirt, breastplate and fullplate, there's about 2 ways to do it: 1: exotic armors that are competitive with the big 3, either through craftsmanship or special materials. Personally I'd like to see more non-magic, non-expensive armors that give small combat maneuver or skill bonuses, like some weapons and equipment do. 2: setting restrictions. availability, weather, or stigma prevents certain armor types from being desirable. This is admittedly a bit artificial, but very flavorful if done right.
Pendagast wrote:
I'd wager that a full wound up swing delivered to the helmet could knock said opponent out cold, possibly cause head trauma and secondary damage to the neck. You're basically looking at an exceptionally long, flexible flail here afterall. The spikes certainly help against tough armor though, I'll give you that.
Pendagast wrote:
-3^v^vooooooooOooooooooo^v^vE- Indeed. an 8-foot long heavy chain could be devastating. My vision of the spiked chain is basically a generous length of 1 inch steel chain with what amounts to a bladed flail on either end, and perhaps a foot of links on either end are actually spiked (See horrible ascii art above). When it comes down to it, the spikes are really just there to give it a little more bite for engangling and tripping opponents. The weight of the chain alone would cause horrific damage, spikes of the size employed would just be secondary lacerations.
nightflier wrote: To be honest, it's very rare to find weapon illustrations that are faithful representations of real life weapons. For instance, long swords and even rapiers are often depicted as too slim compared to real life versions. Historical warhammer doesn't look like a hammer at all - it was piercing weapon, used against plate armor wearing knights for one thing. There are even more examples. I disagree that long swords and rapiers are depicted as too slim. The other way, in fact, as most fantasy long blades seem way too broad to me. As for the illustrations in the beta book:dagger: should be simpler, a straight, stilletto-style dagger, not this curved knife
Mace: Excellent.
The weapons illustrations on page 107 are all just fine. Still Needed IMO: Flail, Falchion, Halberd Exotic weapons may need their own page of illustrations to help folks make sense of them. I'd like to see a semi-realistic spiked chain (starknife at either end of a lightweight chain) and war-scythe.
WarmasterSpike wrote: I think all armors need to be re-examined, right now the list that is actually used is tiny compared to the choices available. The reality is that everyone wears studded leather,chainshirt,breastplate, or full plate as soon as they can get them. It would be cool if there was a good reason to wear all of the armors, not just that it was the best thing you could get on the way to the armor you really want. The reality of armor is that everyone wears the best armor they can get hold of, given the limits of technology, mobility, budget and availability. Adventurers and their like will never be limited by budget like guard and armies are, and will naturally choose whatever type provides the best protection while sacrificing the least mobility (if mobility is a concern/if you aren't a dwarf) Basically the adventurer is going to ignore (with a few notable exceptions) all but the pinnacle armor in each weight class, regardless of what you do. The other armors are for 2 kinds of characters: Newbs and NPCs.
Abraham spalding wrote:
I'd be happy to submit realistic illustrations for all PHB weapons. ^.^ I for one am tired of warhammers looking like giant sledgehammers.
Studpuffin wrote:
Absolutely. for those crap stats (1d10 20/x2) its only utility is as a simple weapon.
Jason Bulmahn wrote:
Sounds good to me. nobody takes mithral weapons otherwise, and is a superior (though of course much more expensive) solution to alchemical silvering. Jason Bulmahn wrote:
A: Mithral (mithril?) is just a bit overwhelming as is, pushing away all other armor special material types unless you have a specific kind of character (the low-dex tank). Definitely could use a nerf. B: brings up the question of just what armor proficiency means.C: Still lighter weight and harder than steel with the traditional reduction in ACP and spell failure. Hm. D: Well it's probably not their fault. We've been working with Mithral as it is for the last 7 years. In my experience it's used:
I don't see the 'using it to get around class restrictions re:barb', but there's an easy fix for that anyway. This said, the way I would *like* to see Mithral changed:
If you want slightly buffer Mithral, it only counts as its true weight category for class special abilities, and one step lighter for all else. Cause barbarians in mithral full plate are just *wrong*. Now, Elven Chain. Because it's a suboptimal armor type for its class (not breastplate) feel free to make it count as light armor in all ways and give additional bonuses (0% or 5% ASF? Sure!) due to its meticulous craftsmanship. I'm all for that. Elven Chain has really been shortsticked for 3.x D&D.
Dwarven Pirate wrote: Really the only thing that needs to be done is the HP and BAB on this class. the jack of all trades master of non thing is really what it captured which is why it did not have any higher level abilities that were completely on par with some other classes. The sheer number of abilities is what made the class viable but it is a support class not a main line character. Isn't his HP and BAB in-line with Pathfinder characters as it is?
As far as I can tell, there's no way of assuming the shape of a monstrous humanoid with the Pathfinder rules. Polymorph covers animal, humanoid, or elemental. Greater Polymorph adds dragon and plant. Beast Shape gets animal and magical beast forms. Alter Self just gets humanoid. I also find it weird that druids don't get Beast Shape. I was thinking that Monstrous Humanoid would make a decent Wild Shape ability, but there's no possibility of that anywhere in the roles that I can see. (Why
What do folks here think?
Our new druid/barbarian has a lot of good questions: drood wrote:
R_Chance wrote:
The way I understand D&D, and would like to see it run, is that levels 1-10 are what one normally understands as 'heroic'. 11-20, you're in the legendary, superheroic range, and the fighters and archers and rogues can and should be able to do impressive, impossible things, just like the wizards and clerics. put into that perspective, the rapid-firing bowman should be getting his third arrow in the air/round around 9th level. As it stands it's at 6th, (rapid shot +4,+4,-1) so we're not too far off here when you look at it.
Dark Psion wrote:
Hawk the Slayer is full of awesome crack. :D
Sneaksy Dragon wrote:
A round is still 6 seconds, right? on to a little pet peeve of mine. I just can't see a bowman getting off more than about 2 shots in that time, without hundreds of years of experience like Legolas the Prettiest. Bows have been getting a free ride since 3.0, and only mechanisms like the repeating crossbow and fast-drawing weapons like throwing knives/darts and shruiken should allow a missile-using combatant to utilize his full attacks. proficient? 1 attack. rapid shot? 2 attacks (At a -2 for both) and it stops there until you get in the legendary hero BAB+16 range. I can deal with making bows a little stronger (and crossbows too!) to compensate, cause what's wrong with an Arbalest that does 2d10 18-20/x2 damage and takes a full round to reload, really?
Pendagast wrote:
Obviously you half-sword it and use it as a very dangerous and sharp quarterstaff. Fortunately for the Fighter, this is all part of the training regimen and among the fundamental techniques for the greatsword. ;) This isn't so easy to do with a longbow though, which really only has one function.
Basically it's such a simple and crude and inaccurate weapon that no amount of training or lack therof helps. You load it, you point it at the enemy, you rack the handle back and forth as quickly as you can, and when it's empty you hide. Fine by me for the historical version, and seems to fit. I may even downgrade the damage: it was usually used with some sort of poison, and barely had enough power to pierce the skin. Certainly an annoyance though. Then you have the exotic, as written version for the sort that was shown in the movie Van Helsing, a fast firing, powerful, accurate doom-chucker.
Chris Mortika wrote:
it's one of the foundations of the Factotum Handbook over on the wizards boards.
Max Money wrote:
that said, are the number of Inspiration Points received by the Factotum in line with class power levels? (keeping in mind that they refresh quickly and easily)
KnightErrantJR wrote:
Right, I like the idea of the class, and it pulls off 'jack of all trades' better than anything else so far. It also was obviously an attempt to make a more 4E like class within the constraints of 3.5. All that said, I'm about to play one in a campaign that's been imported from Forgotten Realms 3.5, and am kind of in love with the idea of the class. It IS troublesome otherwise, and I don't blame you at all for considering a skip. ;) you're probably right about the class skills, The Rogue gets over half the available skills as class, so I won't worry about that. I'm changing Arcane Dilettante in how it applies to 0 level spells to more match Pathfinder's 'at will' 0's, any 0 level spells selected can be used once/combat with the expenditure of an inspiration point, and works as normal otherwise.
Darwin wrote: So importing some 3.5 classes here, and I want to see how the Factotum will slot in. Has anyone else looked at this? It's also a great opportunity to fix anything that was wonly with the Factotum as it was originally written. Okay well first thing, the Factotum has all skills as class skills. With Pathfinder's change to class skills this may be overkill. I'm not sure how to fix this. obviously channeling positive energy will be the same as a cleric doing that, which is a bit of a buff any way you look at it.
Shadowborn wrote:
I would call a 'Greatspear' a spear with an unusually large head, like a bastard sword on the end of a pole. :D
Quandary wrote:
I wondered, After seeing the thread on Shields though, I decided to go for it. ;)
Well, the way I see it, the advantage of a spear for the individual user is its defensive abilities. There are basically only two ways to fight a spearman: attack the spear or get inside his range. This is valid for both the longspear and the standard 6ft spear. And of course if the spearman is skilled, you're looking at all the problems of fighting a quarterstaff, except that one end is very very pointy. I don't know how to do this without getting overly complex within the rules though, and I think that's the problem: spears are too versatile to be covered under just one simple rule.
Spears and other polearms were the kings of the battlefield up until there were practical battle firearms. The sword was a trusty sidearm for those who could afford it, but the primary implement of war for all, from peasant to king has been the spear. Why are they always so poorly represented in RPGs? So I ask, how can the spear be improved, without overcomplicating its use? 3.5 and previous editions have always given the spear it a lackluster back seat to other more glamorous weapons like the sword and the axe, when it should really be the first choice of anyone who takes up arms for a living.
There's precedent for class training bypassing the ability requirements for feats. (The ranger's TWF). I don't see much wrong with allowing fighters to ignore the ability requirements of Combat Feats, (or at least the entry level feats, perhaps limit their ability to go further up the tree) due to their training. |