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![]() JiaYou wrote:
1.Great minds think alike! I'm probably going with just that selection. Although the Evangelist Cleric build suggested early on is a close second. 2.I guess I should have been clearer and more emphatic. I'm also thinking of future people searching threads like this one. Please oh please don't tell me how great or how awful a 15 point buy is. Don't tell me how characters are better or worse off with stat arrays EXCEPT how it directly involves picking a class that works well within the parameters set (a 15 buy when one is used to 20 plus as standard). 3. Thanks Evilserran. Kineticist is a class I've never played before so I'll have to look into that. ![]()
![]() For clarity, the changes that PF2 has made, the overall ideas behind them, have alienated my group. Not playtesting as such; not working with an incomplete project. There's a mindset to nerf class abilities and magic in general that take out flavor and fun in the game. I'm sorry if that's not specific enough, and I'm working to make my thoughts clearer. But I look at what they did to the Druid in particular with horror. The same goes for the other spell casting classes that I haven't studied as closely. I just don't see, barring a severe change of heart, without throwing out the guiding principles that led to the changes, how they could be re-worked so that I'd ever want to play PF2. ![]()
![]() Jason Bulmahn wrote:
Thanks for the input. It's not the playtest as such that's the sticking point for me or my group, though. I thought the adventure was fun, but not enough fun to overcome the rule changes. ![]()
![]() JoelF847 wrote:
Our gaming group, who have played PF1 adventure paths for over five years, came to pretty much the same conclusion. In fairness, there were some who wanted to give it a little more play, and I think I was the most militant against this adaptation. But it was nearly all thumbs down on a fundamental level. The entire philosophy of the change was judged to be lacking. that was our takeaway. ![]()
![]() Reading over the Druid in the new handbook is what turned me off completely to this system. I thought maybe I misread the rules. They couldn't have really meant to do that to wildshape surely! Every benefit of the doubt vanished, and reading the other classes over had me shaking my head. Options are what made Druids so cool. You didn't have to be a melee mauler, but could relish in utility and spell slinging. The new wildshape in quality(fewer forms, melee oriented) and quantity (ridiculously short duration) is beyond disappointing. I wish they would have just renamed the class itself it's that alienated from what it was. I just hope they keep publishing material for original Pathfinder. ![]()
![]() The o.p.'s list and justifications notwithstanding, to introduce monetization into a group whose very lives depend on adding their skills, powers, spells, etc. is a dreadful idea. As others have noted, it would inspire each individual to want to charge for their particular service. The Bard going, "Hey! I just helped you with my Lingering Performance. My accountant/lawyer says you me 39.32 gold for that." I shudder to think what bills the Cleric would draw up- particularly if drafted under duress. It would be in the enlightened self-interest of the item creator to want to have the toughest, well-equipped gang surround him. A nation of shopkeepers is unappealing enough, but an adventuring party of shopkeepers? ![]()
![]() Background: Monster Tactician trades the judgment ability in for being able to summon monsters as a standard action. See here for details. Combine that with all the Inquisitor's goodies, and that's pretty powerful. But what are some ways to make the character even more effective? One general idea is to focus on a high Wisdom and just summon like crazy and throw spells. SAD is the opposite of sad. However, when in an environment where magic doesn't work or the extreme ends of lots of encounters per day it runs into trouble- though that seems pretty rare/ situational. Another path could be a Reach Cleric approach where combat reflexes and a reach weapons has you behind friends, which could be your summons of course, whacking the bad guys with Power Attack. Now we're adding Strength to the mix and flirting with MAD. We could go further and make a front line fighter, but now we're really into MAD territory and we've lost our Judgment ability. It seems almost mandatory that the feats Spell Focus Conjuration and Augment Summoning are taken. From there it's hard to pass up Evolved Summon Monster and Superior Summons. We can even possibly add Summon Alignment Monster. Given the demand for feats for an archer, it looks like a challenge to make that idea work. We're down, presumably, at least two feats for S.F. Conjuration and Aug. Summoning. So I'm seeking your ideas on general strategy, feats, even traits for this archetype. ![]()
![]() Avatar-1 wrote: The better question might be why doesn't Call Lightning work more similarly to Lightning Bolt so that metamagic can more suitably affect it, instead of being a fairly terrible spell. Once cast as a metamagic spell, Call Lightening would continue to be augmented with the effect of said metamagic. For example, cast a Dazing metamagic Lightening Bolt and it hits once with a dazing effect on the victims. The advantage Call Lightening has if cast as metamagic Dazing is that each bolt called would have the dazing effect since it lasts several rounds. I hope that's clear enough, and if I'm in error I'd like to know. ![]()
![]() 1)Get a quest from the GM, or maybe sandbox one yourselves. These usually involve helping some unfortunate people who are being taken advantage of. 2)Investigate, problem solve, chase in order to kill (the bad) people and take their stuff.Enjoy the story and hanging out with friends. 3)Consume, barter, trade said stuff so that you can be prepared for the next adventure. I'm just left feeling cold after reading the guide and most of the posts. Maybe my roleplaying group and our expectations are different? It seems that people resent players not having a back story and the typical(?) adventure formula is criticized. Meh. ![]()
![]() As someone who has handled lead backed sheetrock in real life, it's REALLY heavy. It added 4 pounds per sq. foot because it was 1/16th of an inch thick. Picture a sheet as big as one piece of standard sheetrock or plywood,i.e. 32 sq. feet, and that's 128 pounds extra. I'll let the tailors out there tell us how much we'd need for a suit of armor. The thickness 1/16th was for x-ray deflection and looks pretty thin to me. YMMV as to what thin means in Pathfinder terms. ![]()
![]() Jarazix wrote:
I didn't see a post of yours where you owned up to intentional exploitation of non-existent rules to pick on a PC. If your crew likes these kinds of things, and the home rules are clear then by all means enjoy it all of you. As it stands there were underlying issues where the Paladin apparently wanted to change builds. Absolutely nothing wrong with that in itself but this process is sketchy at best and our group would have revolted if the GM pulled something like that. ![]()
![]() The worst thing about this particular Paladin falling thread is that it has NOTHING to do with a Paladin one way or another but about people thinking they have to play a certain way that steps on other PC's toes. -Why does this Wizard feel compelled to do "bestial" or whatever acts? If that's ok with the party and has been all along, then that's one thing. But there's no reason to be a jerk and hide behind the lame excuse "I'm a Bugbear, so I must be annoying now." Along with a host of other reasons, there's nothing in the rules to justify that. -If the GM is forcing the Wizard PC to act that way, that's even worse and heaven help the crew till they figure out another game to go to. The way to resolve the issue, if can be at this point, is out of character talk between the involved people. The whole issue of "falling" is an inappropriate use of rules as cover for a horrible interaction between characters facilitated by the GM. EDIT: I see after I've written this that the Wiz was a PC and now is an NPC. So now the GM is interjecting interparty conflict by role playing the NPC. Bad form just begins to describe that. ![]()
![]() We use pizza flyers, those little plastic things with long spindly legs, to raise the miniature and a ten-sided die beside it for altitude where 2 = 20 feet, 4 = 40 feet, etc. The way the character faces is the same, and it's easy to superimpose one figure over another except for really large monsters. With your current system there'd have to be some changes but maybe that idea will help. ![]()
![]() BackHandOfFate wrote:
Keep in mind the only view we have is someone whose judgement led them to trapping the party. He thought a series of events would follow, told the party what to do, and when the party chose otherwise he sealed them in with the added bonus of citing "hey, I just met these guys" as part of his reasoning. That is not a helpful way to resolve P v. P issues, to put it politely. ![]()
![]() Running away with the added bonus of damming/damning your group? What possible friction could that lead to? Whatever justification for that act is questionable at best while saying "I just met these guys" is lame- RPG is about team play. Reversed, if the party said this guy we just met tried to kill us, they could have justified killing you. As a poster above noted, the group is presumed to have an interest in the story and their own collective welfare (whatever their alignments)even if it's a hypothetically temporary arrangement. If it's explicitly clear that is not the dynamic the GM and players expect, fine if that's been made clear. This is not so much an alignment issue but a definition of party issue. ![]()
![]() Ravingdork wrote:
That is too bad if that's the case. For example, our hero Pedantic the Paladin cries out to the Druid- "Stop! Don't summon a L.E. Mite to walk into the boiling tar trap. What are you thinking?? Summon a cute little doggie instead to set off that trap." ![]()
![]() I like the creativity of the posts trying to crack the mystery of why summoning an evil creature to your bidding carries the evil descriptor. But it's no more complicated then why summoning a fire elemental carries the fire descriptor. Now if you summon an Archon to jack up a town's hospital- that's an evil act. ![]()
![]() An Int 4 player has a relative disadvantage of 3 points to an average Joe of Int 10 when it comes to Int checks of any stripe. Granted our 4 Int guy would have to work harder and has less skill points after all to begin with. However, that in no way, rules as written, translates as a basket case who has to roll to distinguish his left from right hand or to know to hide a key. Even a polar bear knows to hide his black nose when hunting and stalking so as not to betray his position. ![]()
![]() What a vile, disgusting power-mad series of posts by someone who resents a character not role-playing the way he thinks the player "should." Thanks for the insight. I now see the logic of those who scream munchkin at whatever perceived offense- it's projection plain and simple and not terribly attractive. ![]()
![]() MrBateman wrote:
We don't use strawmen, we use flesh and blood volunteers when we conflate role play/ real life acuity of would-be Gunslingers. Why stop at nebulous skills like Diplomacy when you can have real fun with say an Acrobatics or Escape Artist check backed by actual attempts for role play bonus points. As an added treat, we often laugh ourselves silly while waiting for the ambulance to show up. ![]()
![]() Why do those who want to defend Rogues seem compelled to blame the bearers of bad news? I.e., Poster X notes that Rogues have been replaced in their erstwhile monopoly on trap finding while Poster Y points out that their skills are inferior, along with other class features, compared to say a Bard. Our intrepid defenders then shoot those who dare to present facts with the "you aren't playing them right" or "your DM isn't doing their job to make the Rogue shine." Rogues are subpar because of the dozens of reasons posters before me pointed out upthread. Rogues are subpar because Paizo dropped the ball for whatever reason(s)- blame them and not those pointing these sad facts out. ![]()
![]() insaneogeddon wrote:
Strange anecdote is not a good substitute for playing by the rules. ![]()
![]() PossibleCabbage wrote:
Saying the rules dictate that you should play character a certain way or you'll be outside said rules is exactly what's going on. ![]()
![]() Sissyl wrote:
Your assumptions are stunning. Thanks for your help putting the munchkin label to rest. I welcome its overuse and abuse from those who think someone else's idea of effective means whatever to you as it helps bury the canard. Obnoxious and rude behavior in real life at the boards can come from anyone with any stats, including say a Sorcerer with stunning Charisma. Ironically, a poster early in this thread proudly wrote how he would role play his low Charisma as grating to the other characters. What a joy that game must be. Perhaps I've been spoiled by gaming groups who gravitate to cooperation and mutual aid in role play and combat. ![]()
![]() Khrysaor wrote:
Your arrogance is not a substitute for ignorance. The insistence that a minus two penalty equals some kind of social armageddon ignores that having a class skill bonus alone means a three difference. No one is saying having a 7 Charisma makes no difference- there are specific rules and specific skills that it does affect. What I've read are people so upset about others' choices that they invent rules and situations. The rules don't support your made up assumptions. ![]()
![]() Khrysaor wrote: APs are designed around an average stat array and not around optimization. The devs have said as much. The need for 4 build points to optimize a stat is strictly a player wanting more. Nothing wrong with that, but you shouldn't gain all the pro's and then act like the cons don't exist. The cons do exist- a minus two to Charisma skills. It's bad form to make up cons that don't exist and/or blow out of proportion the measly -2 that does. ![]()
![]() insaneogeddon wrote:
Wrong, on so many levels. First DM's passive aggressive "correction" posted by a frighteningly more than few is a lot of things, but it is not what role playing is all about. The classic example is a character who dumps say Charisma to 7. The difference between that awful cad and the noble fellow who toughed it out is a net 2. If you think a two point difference would lead to your made up litany you are out of line. If the awful cad above had diplomacy as a class skill and put in one rank, while our noble fellow did not- then the tables would be turned. Advantage Cad, noble fellow -2. According to your logic, now the noble fellow would be overcharged, have problems with food, and he would get bullied. ![]()
![]() Sneaksy Dragon wrote:
You mean you have characters who drop from 10(plus 0) down to 7(-2)! The horror. And how dare they do such a dastardly deed in the name of being more effective. Extermination is too good for them. How utterly restrained to simply make new rules up and also throw in monsters specifically at them. We can't allow people to be jerks or steal the show. ![]()
![]() PossibleCabbage wrote:
I now feel sorry for the I-know-and-insist-how-you-should-play-crowd. Your argument is grounded in sheer subjectivity, i.e. you have a group of related assumptions that your brain thinks is The Rule and has virtually no reference to rules. I don't really care about your string of assumptions and least it's creative- it could even be great for you and more power to you. However, crossing the line and having the ghosts in your head dictate what others should or should not being is not only offensive but weak. ![]()
![]() I'm wondering if there are magic items out there specifically geared (think Druid's Vestment for example) towards an Inquisitor, although a generic item that's particularly useful would be appreciated as well. We can safely forgo things like Rings of Protection and Resistance Cloaks and even Headbands of 'X' which benefit nearly anyone and focus on something more in tune with the role and practice of Inquisitor. Let's go with any and all found on pfsrd website, but note please if an item is third party. I'll start by guided weapon property which has wisdom replace strength. DM permitting of course sense it causes some controversy on these boards. ![]()
![]() Imbicatus wrote:
I quoted the FAQ in my question. It flies in the face of Reynold's post, and mentions the case when "Some spell-like abilities duplicate spells that work differently when cast by characters of different classes." Yet the spell Speak with Animals works exactly the same whether cast by Druid or Bard. At the very least the FAQ is not written as explicitly as needed. Why bring up that case at all, then?? ![]()
![]() Bladelock wrote:
You are upside down. The Rogue, among a host of other problems, has trouble setting up its principal damage dealing attack, i.e. sneak attack. The Barbarian has full BAB, rage powers for defense and offense, and a million hit points to contribute in battle. A Fighter has weapon and armor training and bonus feats to do the same. If you find the Wizard gimped in Pathfinder, if you feel that the poor things just can't be meaningful time after time, then you have my sympathy. The Rogue has profound trouble doing what they were designed to do and taking advantage of their strengths perpetually. Other classes fill their niche more effectively. That doesn't even exhaust the problems of the Rogue. Every character can be thwarted situationally, but the everyday, built in problems of the Rogue stand out like no other class in Pathfinder. ![]()
![]() I like Commoners 'as is'. I haven't read a single thing about build-craft, but I can't find the problem with Commoners. I do however houserule some of the other 'very powerful' (YMMV) classes like Mystic Theurges and player Munchkins who insist on being Kobalds...
So no, they don't suck. Their DPS (or whatever that cr@p is called) is 'low', everything they do some other class does better, but I let them shine in other ways (skills, social, ...) because shining is wonderfully insubstantial and thinking about what a character does is too concrete and difficult. But that's just me! danieldisoza866 has not participated in any online campaigns. |