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![]() DM_Blake wrote:
I'm not sure I see why I wouldn't just use a mounted barbarian or mounted charger paladin instead of the monk for this role. Mounts are almost always faster than even a monk 20, particularly with the mounted rules being so strange. And... :: shrugs :: they're available much earlier, and easier to replace (the mounts).![]()
![]() The issue is that all of this relies heavily on a strongly favorable set of conditions. And sure, you have a hopefully benevolent GM, but what if I was planning on using enemies too large to grapple, or flying opponents, or god-forbid, incorporeal undead? I think the problem with the monk is that all the things it does well are highly situational, compared particularly to the buffed barbarian or the somewhat improved fighter. (Slightly, at least :( ) ![]()
![]() Krome wrote:
Like I said, I do fudge things, but I have set rules for fudging things, and a solid valuation in gold or exp for anything I change. Other than the blob-o-hp which you really almost have to do in D&D. But that's fine, it's no more bizarre than the stats for a solar or the rules for burning. Did you know that non-magical fire doesn't do enough damage to burn wood? SCIENCE! ![]()
![]() I agree excepting the non-core builds like the Mailman, or orb-casters. In cases where you just need to get a small amount of damage through in an unpreventable fashion, DD can be very good. Otherwise I'm going to reach for a charger, myself. I figured it'd look something like that :: hums thoughtfully :: ![]()
![]() Bitter Thorn wrote:
Maximize Streamers (shining south). 200 untyped damage if you can beat their touch AC. Oh, how often?
Wait. What? :: grin:: Non-core evocation is VERY powerful. ![]()
![]() How is that better than a fighter with lunge, a spiked chain or the much under-loved Duom, and standstill? :: curious, not aggressive ::
I really don't want to accidentally let this devolve into an argument, so just take it all with some salt as I'm still missing information\bits of the changes to the system. ![]()
![]() So I've been re-reading the beta rules, and I really don't feel like monk's been improved much at all. Is this a common opinion? Are there plans for a change? If not, I need to know why not, because it seems that all the other base classes have grown immensely in power, particularly classes like paladin or ranger which were already a full tier above monk. I like those changes, and in general, I feel very good about the life of a melee specialist in 3.5. But why is monk still so weak? Even the stances, though they help, just don't feel like they help enough. The Good:
The Bad:
Opinions and known changes in final would help me put this in better perspective, but right now, it remains the single most worrisome aspect of Pathfinder for me. ![]()
![]() They actually aren't too obscure, and none of it is setting specific, interestingly enough. I don't have a list right at hand.
Oh, and contemplative from complete divine, but you could comfortably drop that dip. It's for a bonus domain, and is a very common dip. To be clear, tainted sorcerer has no class abilities after first. In other words, six levels isn't really a dip in the classical sense. :) ![]()
![]() 'S a lil extreme, in my mind, but there are some houserules, like that one, that might make me start to get uncomfortable. I think I'd only really have a problem with it after my third dead character, which might come up immediately, or never, depending on how he runs his games. :| My issue with that is that, again, you'd need to reduce damage from melee across the board, taking away their one remaining joy unless you use ToB. :S ![]()
![]() I also have an explicit and readily posted ban-list. If someone takes something on it, they get fed to the hounds. Serious gamebreaks result in you becoming an NPC and getting a character from my mile high archive of builds. No one has complained except one PbPer who wanted to play the twice-betrayer of shaar without understanding what made it work. That made me really mad. No just being a dick about it, but not understanding such a beautiful and cool build. :| ![]()
![]() Man, as soon as I saw that 4E had killed the great wheel, I stopped reading as simple as that. Fortunately, I found this after learning to play, so if my friends desperately need a seat filled I can do it. But not well. And by extension, here I am. As for your Spoilered character, you might take a look at my beloved factotum in the dungeonscape supplement. Blessed with win, that one is! :) ![]()
![]() I'm very fond of evokers, though not for the usual reasons, and my builds might not be what most people like. I like doing interesting things, and evocation has a good number of fun spells. Not as many as I'd like, but many of the school-melding fixes suggested work lovely. Damage is just not fun for me, but evocation does have more to offer than just direct damage. But I'm going to be blunt:
Bad design is bad design. There's a reason I'm waiting, impatiently, for PF final to drop. ![]()
![]() Majuba wrote:
Agreed on all points. I was just kidding about the books and the trash. :) I'll be around, I think, more regularly after final drops to try and work through the vast amount of non-core material for the purposes of balance and analysis. ![]()
![]() ToB is a lovely and very useful book that really helps a weak set of archetypes shine. It gives you something in the same range of rewards as higher level spells, though the parity tapers off around 7-9th. I understand it's not to a lot of people's tastes, but it really is an amazingly well-made book, probably my single favorite. I'll be running ToB alongside PF very extensively, so I'll let you know more about how they measure up as I have more information post-Final. It's particularly good, though, for ominous villains, lending them a tremendous amount of power and flair that normal mooks can get away with not having. It makes the Sword\Lord BBEG almost viable, though you'll still want a full support system behind him or her or it. In that respect, I think it's important to consider it closely. Certainly, it's a powerful book, but nothing like old 3.5 with gate, alter self, dust of sneezing and choking, or contingency, to name a few serious offenders. Heroes of horror, I think, was always intended as a book for GMs, and in that goal it succeeds almost without parallel, introducing interesting mechanics, cool gear, and full support for the darker range of villainy. I almost never allow players to use taint to their advantage, but the mechanical support for a fundamentally corrosive flavor of evil really helps make D&D much more scary. While I am a proponent of understanding the theoretical underpinnings of the game, game balance can unfortunately never be a science with any degree of precision. Math and theory can help us discern the raw mechanistic power of classes or of certain kinds of enemies, but valuing things like secondary debuffs is very very difficult and can only be done with extensive playtesting. Non-core is important to me for a variety of reasons, not the least of which is that all of my games are run in Planescape, which means that it starts to become very odd to see your martial traditions mirrored on every world, mechanically speaking. :) ![]()
![]() If nothing else comes out of this, I suggest we all inventory our own Jerk Points in our signatures, for maximum lulz. I think a statistical analysis of ChOp v. Paizo would be hilarious but impossible to found on any quantitative grounds as how would you aggregate the data into measurable categories? :) Still, it'd be funny enough to make it worth doing at least a joke-instance of. ![]()
![]() A few of them are from the very-recently-published Dragon Magic book. It was basically the last supplement to drop, and I didn't even know about it until recently. It has a lot of buffs for weaker classes, including Favored Soul and Sorcerer. Fun stuff! Might be hard to find a physical copy :S Unfortunately, as is obvious, the index isn't complete. I use it in conjunction with four or five other indexes, as well as searching the WotCO boards. I are teh thorough ;) ![]()
![]() hogarth wrote:
Hey Hogarth! Good to see you over here. That's going to be problematic. Is there a way around this? Maybe a readily accessible archival forum for handbooks? :: hums intently :: wish I knew precisely what BBS system they were using as the base for these forums. I'd know more about what is a reasonable suggestion. ![]()
![]() Aubrey the Malformed wrote: While I have no maths to back this up (not my interest) I also note that the suggested superiority of save-or-suck seems to be based off the one-on-one gladiatorial matches used as a proxy for game balance (which, interestingly, are much easier to model that messy multi-party member "real" game situations, and in which a single successful save-or-suck spell will probably make the difference between the lone wizard winning or the wizard getting eaten the following round) and therefore misses that potential synergy, which might make blaster spells look less effective. I put this out there for discussion rather than as something I have tested. Disagree whole-heartedly. Spells like Evard's Black Tentacles and Solid Fog have a tremendous effect on the shape of the battle-field, and lie at the heart of a strategy you've certainly heard of which is the BC (battlefield control) Wizard. Also known as the GodWizard, he's designed to help mitigate threat on a larger scale. People like me tend strongly away from single target SoDs, because they're boring for all involved, particularly my fellow players, and often very weak. Give me glitterdust, grease (even nerfed), or my beloved web any day over phantasmal killer or hold person. ![]()
![]() Nero24200 wrote:
Seconded. Core bard's not great, but we'll see if the previewed bard version improves matters without shattering balance outside of core.Here, this might help:
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![]() I think I'll cope with that by tanking the incoming fuss, or relying on my sophisticated point-defense system to allow me to continue to achieve my function, which is categorically referred to as being gnarly. ;) I don't mind ruffling a few feathers accidentally, if it's an unavoidable outcome of stating my opinion politely. ![]()
![]() Matt Rathbun wrote:
You missed my point. I can't affect those d% rolls at all, so I have no control over how often I will fail if we use your idea of ASF as a check on caster power. This is a game about odds, and a meta-game about mitigating those odds. There is no way for a player to escape a static ASF imposed by your suggestion. I'm afraid I'm still answering the original question posed in the OP. ![]()
![]() :: Grins wanly :: Thanks for the welcome. I personally feel that as it stands, core-only is not terribly well-balanced.
I actually avoided keeping it core only, because I haven't seen the final 3.75 rules, and it'd be very painful to hinge a build or example on something that's not there anymore. I opted to keep it somewhat lower on examples than I wanted, simply so that it wouldn't look dominated by crunch. I am, though, a crunch man and a GM for most of my career as a gamer. Wave attacks is a superb trick that I meant to add, but ran out of time to do so. Time crunch + Edit lock was not a pleasant experience.
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