I feel that spells need to be re-worked a bit so that the SoDs allow 2 or 3 saves, sorta like phantasmal killer but with some penalties. e.g. Flesh to Stone, 1st failed save = slowed for 1 rd, round 2, fail save = stunned, round 3 fail save = petrified. or say Finger of Death, 1st failed save = -1 hp, round 2, 2nd failed save = death. There could be death on the same round too, like Death Ray, 1st touch AC to inflict a big penalty, then a save to avoid death. I'd usually consider stuff like Dominate / Hold to be SoDs, could use something like the above. This allows:
2. PCs understand that they need to get their saves enough that they have a reasonable chance of passing 1 of the 2 saves, or high enough to have a decent chance to make the 2nd save when allies buff them with contingency +save spells. 3. Less anti-climax situations where BBEGs drop dead in 1 spell or PCs drop dead in 1 spell. This way you solve the 'I need him to stop', and still allow PCs a chance BTW In the exact same vein, I hope to see Neutralise Poison granting a large save bonus (like +5 to your saving throw) instead of auto-removing poison. Makes it more fun and gives people reasons why assassins can still kill with poison at high levels fairly well.
Probably will get ignored, but anyway... The main issue with 3.5 power attack is that some powergamers will bring out their tables and figure the most optimum number to declare before they make their attacks. This could take a long time. Even worse are those who try to access their laptops to input all the required values... especially when up against BBEG fights, where they take forever to discuss what movement to do too.. -_-;; Neverwinternights "fixed" power attack to a static number. Which I think is good. I'll support a static fixed number for power attack(e.g. -3 to hit for +3 for 1h /+6 for 2h like Neverwinter Nights), it simplifies the maths needed for the powergamers.
Werecorpse wrote: I think the OP's suggestion seems reasonable. Maybe only for spellcasters. Otherwise you get the rogue 1/ranger1/paladin1/fighter 6 having the abilities of a 5th rogue (3d6 sneak attack ++) a 5th level ranger, a 5th level paladin and a 7th level fighter. Scary. I had thought about this before too. Even for just casters, a Fig 18 / Wiz 1 / Cleric 1 seems slightly broken with 10 levels of wizard and cleric casting levels with just a small dip. I would also add the addedum that the amount bumped cannot exceed twice the class level of the affected class. So that the above Fig 19/Wiz1/Cleric1, for example, would only get lvl 2 wizard and cleric spells. Meanwhile a Cleric 10/Wizard 10 would be a lvl 15 cleric/wizard caster, which seems balanced, while a Fig 4/Mage 16 would be Fig 4/Mage 18, which is much better balanced vs a Mage 20.
Ok, so most ppl here who post like the complexity. IMO by level 12, the game still breaks down due to having too many options, so PRPG doesn't look like it'll fix the high-level problems. My other concern is that with the current system, multiclassing will be a *huge* mess of abilities. Oh well. Guess I might as well not allow any PRCs to keep things simpler.
See the above. I mean, why is it that they simplified some things, and made the rest awfully more complicated? The 11 classes alone take up way more space than they used to. This also means that there are a LOT more rules you have to read through. I for one could do with a sorcerer with just maybe 3 bloodlines (maybe leave infernal to the warlock for example), or a standard barbarian with just a few changed abilities. As it stays the amount of stuff for the classes are overkill. I love how the combat rules and skill rules and feats are simplified. I playtested with the new combat rules (it rox), but none of my players were willing to read so much crunch to playtest the classes themselves. Please continue in that vein for the classes please, keep it to 3 pages per class...
Please make them viable alternatives to needing a Cleric in a party. As it stands now, you are trying to give more incentives for every party to have a cleric; I propose that the Druid and Bard can be made viable healers as well. Probably not as well as the cleric, but at least well enough that the party isn't gimped if one of them took a druid / bard instead.
Krome wrote:
But then sometimes the BBEG is not "inspiring", or even has a magic item which is a problem. And if it's a magic item, the PCs will have their hands on it.
Well, I have my own minion template for my campaign. A Minion has the same CR as a normal creature of it's kind. A Minion template is used only if the CR of the monster is 5 or less than the party average. (i.e. for a lvl 9 party, minion template can be applied to monsters with CR 4 or less.)
This change directly stemmed from Expedition to Castle Ravenloft. In those, the vampire spawn and werewolves weren't even able to hit most of the PCs except on a 20. The only exception being a caster who had mirror image on anyway. I would rather that they die quickly and be able to have a decent chance (20+%)to get 1 hit in if I have to roll that d20.
a note:
and a comment:
My breakpoints: Breaking point 1 - Whether 3.5 players and PF players can sit at the same table, with few problems. You can use the splatbooks w/o worry about the power levels.
Breaking point 2 - whether I can run 3.5 adventures using pathfinder rules, without needing to modify NPCs/Monsters/Encounters. This is the one I think Paizo should definitely stop at. Breaking point 3 - NPCs/Monsters require minor modifications, perhaps adding 1-2 feats, some adjustments, a skill change or two. Definitely nothing more than that. Anything past this point is no longer even remotely backwards compatible.
lastknightleft wrote: I think that the reason you haven't gotten a think tank for clerics till now is because people are pretty much statisfied with them as is. Me personally I think they're dandy and only want the domain abilities with ranged touch attacks gone cause it steps on the wizards toes. I think though, based on prev. experience, it's more of there isn't an adequate interest in them...
To simplify and nerf the turn resistance, just give them the same bonus to saving throws and DR. I.e. turn resistance 4 = +4 to saves, DR 4/- vs turning. Keeps it simple, preserves some power for turning UD. The healing battery part seems a little broken. I would prefer if they gave the option of expending the turn to either heal all living or damage all undead, not both at the same time.
I think the cleric can use a think tank approach too. I love the change to turning (now Channel positive energy). I'm quite sure the majority are in favor of the change. However the new domain powers are quite.. bleah.
(replicated from previous post)
Basically envision them as powers that are at-will (like orisons) or allow spontaneous conversion of certain spells. 2. Kept simple, usually 1-liners abilities that can be written clearly and concisely like most of the old domain powers. E.g Glory Domain
E.g 2 War Domain
More suggestions?
My 2 cents. It slows down game play at high levels like power attack does, i.e. the barb player takes a wee too long to decide on the optimum usage of his rage. And flavour-wise, it somehow doesn't suit the barbarian. I think it'll work better as a monk thing (Using Ki to achieve near-supernatural feats a few times a day) than a barbarian thing, as it requires some thought which somehow doesn't fit what I'll imagine the barbarian to be (fast acting and fast playing) I think barbarian would be better suited to switch to encounter powers.
As a mainly cleric player, I heartily agree, I would greatly prefer if there are other classes that can help with the healing from time to time. I believe bards can have a class sub ability that allows them to sing to heal others ('song of aid'), as well as full access to all the cure spells (Cure Minor and Heal included)
As a guy who has been playing the cleric for most of his D&D life, I'm not sure that I like the way the domain powers are done. I just recently started stating out a lvl 12 dwarf cleric for a playtest, and I'm already seeing issues. IMO, the 3.5 cleric already has enough book-keeping to do with spells, racial abilities, turn UD, and 2 domain abilties. The new domain powers DRASTICALLY lengthens the amount of stuff I can potentially do in my round. Considering I already have to keep track also of health status of team mates, as well as my own spells etc, I think it's a wee bit too much. I can see where you guys are going with the cleric, I dun mind the nerfing, but can you guys simplify the cleric instead of making it more complicated? IMO, the domain powers should really:
Basically envision them as powers that are at-will (like orisons) or allow spontaneous conversion of certain spells. 2. Kept simple, usually 1-liners abilities that can be written clearly and concisely like most of the old domain powers. E.g Glory Domain
E.g 2 War Domain
Andres Piquer Otero wrote:
Don't know about you, but I believe the new feat seems to work just as well for mowing down lvl 1 enemies? I greatly prefer the new versions.
Eh, while it's an interesting twist, I seriously think the feats are not exactly very usable atm. Power attack is currently very low-utility for PCs (pretty much only a all-out focus on STR like fighter and barbarian will use it, paladins and rangers can't), while auto-hit monsters like giants/dragons (who miss only about 10% of the time even with the current power attack changes) lose very little. I think I like the compromise in Neverwinter Nights, that the +/- be a flat 3. i.e. -3 attack for +3 damage(+6 for 2h)/ +3AC. The feats would nerfed from the 3.5 versions, but would still be highly useful.
KnightErrantJR wrote:
You guys are hitting a straw man, the straw man being 'Multi-class characters should be as powerful as pure-class characters'. But seriously, no one in the entire thread has that stand. NO ONE. Everyone here agrees that versatility has a price, it's just how much that should be sacrificed that is the question' 1. Like I said, I would prefer to integrate the fix into the base class themselves rather than use PRCs, so that from lvl 2 onwards (or even lvl 1) you can start playing a gish and enjoy it, and not have to wait until level 8+, and be complete suckage for 8 levels, before you do so. 2. There are some PRCs that what I term 'band-aid' PRCS. Namely they are there only to fix the mechanical issues with multi-classing. These are namely the Eldritch Knight, Mystic Theuluge and the Arcane Trickster. IMHO it would be a lot better if we can remove the need for these band-aids in the first place. 3. Powerwise, I'm basically looking at something like Fighter 5/ Wizard 15 to be comparable in power to a Fighter 2/Wizard 8/ Eldritch knight 10. The difference is that the power is better distributed throughout the level process, instead of being back-loaded, i.e. catching up after lvl 8+. 4. Pushing the PRC requirements down would work, but then Paizo needs to push the band-aid PRCs out fast. But this basically means they failed to fix one of the most glaring mechanical flaw in 3.5.
Jason Bulmahn wrote:
I can see where it's going, and it's something interesting, but anything resembling spellpoints with a pool bigger than 10 drastically increases book-keeping errors / cheating from experience. The other thing is unfortunately, my desire to keep sacred cows... the "where it ain't (really) broken, don't fix it!" idealogy. The reason we want Pathfinder over 4th Ed is really that way of thinking.
Aaron Whitley wrote: Personally, I think multi-classing works just fine the way it is. I don't think a Fighter/Wizard should be as good at fighting or casting spells as a fighter or a mage and if you want to be nearly as good then you should take one of the prestige classes mentioned above that allow it. And also at Samuel's reply Look, the fighter/wizard, DEFEINTELY WILL NEVER and SHOULD NEVER be as good at fighting or casting spells. But having exactly half of the power doesn't work, due to the way challenges are scaled. I'll be satisfied if a Fig/Wiz will have ard 70%-80% of the power a pure Fig or Pure Wiz will have, in order for these multi-classes be able to meet the demands adventuring will require of them. Currently with the existing rules, it stands at 50-60%.
IMO what I envision multi-classing eventually does is that a fighter/mage in Paizo RPG will have the equivalent stats of a fighter/mage/eldritch knight in 3.5. Simlarly a cleric/mage in Paizo will be what a MT will be in 3.5. Why do I dislike using PRCs as a quick fix? Because the cleric/mage and fighter/mage types will suck between lvls 4-8, just before / while taking the first few levels of their respective PRCs, which is the usual start of the sweet spot for everyone else. Somehow, I've always liked the way multiclassing worked in 2.0, I've loved cleric/mage and fighter/mages, but 3.0 made them suckage till quite late in their adventuring lives. Another concern is that we're not even sure Paizo will support PRCs. I'll prefer to get the mechanics integrated into the base game itself if possible. I see it as a mechanical flaw in 3.5, that can be corrected if given some attention.
Snorter wrote:
Eh, change the lich to DR 5/physical? Snorter wrote:
Um I'm not adverse to carrying a spare weapon or two, with a ranged weapon for a total of 3-4 weapons. 1. The problem I wanna avoid is people carrying a Guisame (to trip people + reach), silver morning star (Blugeoning, Piercing), 3 greatswords (silver, cold iron, adamantite), spiked gauntlet, javelins, blah, blah, a total of 8 or more weapons. Now THAT is stretching it a bit. Esp when the casters don't have to do the kind of rubbish that is neccessary for a fighter his job, just doesn't seem fair. 2. The other thing is that it doesn't really prevent ppl from focusing on 1 single weapon later on, the golf bag is for lower levels. I've seen Barbarian/Fighters who just powerattack through everything, DR be damned. At the higher levels, the Blungeoning/Slashing/Piercing DRs are really just speed bumps that complicate the game more and cause a lot of stops cuz the DM or the PCs keep fogetting to add all the modifiers.
Eh seriously, most of the time, the cleric won't have the time to cast buff spells in combat. Although it's the few rounds before combat part where clerics can gay up. The problem is the bonus types, it has allowed the cleric to almost infinitely buff up from different sources. Reduce the no. of magic bonus types, and the cleric can't do it anymore.
Wow, talk about overwhelming support. :D Here's my idea about the list of dmg types/bonuses named: To address the other posters
2. Anxiomatic / Chaos
3. Sonic
Bonus Types:
Armour (self-explanatory) Shield (self-explanatory) Magic (Sacred, Deflection, Enhancement, Profane, Resistance -> Sorry, they are all magic now) Competence - mainly bonus from feats/skills Fate (IMO a better term than luck) - racials like halfling luck, and non-magical bonuses can be put here. So 6 types of bonuses. If neccessary, we can split magic into Force and Enchancement: one creates something to help you (Force), one acts on something you already have (Enhancement). I think there isn't anything that can't fall into those 2 categories. Include cirumstance bonus (DM dictates) and we have a nice 8 total type of bonuses. Anyway, this is only a rough outlay, I hope sincerely Paizo will consider limiting the number of bonuses. It would help a lot to balance the spells so that they don't endlessly stack.
I'm sure we're all aware that 3.0 D&D had a problem with casters multi-classing (restricted mainly to PRCs), while generally the melee / skill classes could do whatever they want. Hope that Paizo will remember to do something about it. I do have a suggestion, to integrate the spellcasting levels into the base classes. i.e. if you multi-class from a wizard/cleric into another class, you get +1 caster level and spell progression (but no other benefits) at each 2nd or third level of another class. This cannot exceed the no. of levels that you actually take in your nominated spellcasting class. e.g Fighter
-> This will hopefully remove partially the need for 'band-aid' Prcs like Eldritch Knight / Mystic Theulage, and allows a fighter/mage hybrid to be more feasible at early levels. But maybe better fixes are possible?
I like the Pathfinder system, but would like to simplify it further. Trained Skill
Cross trained skill
You can choose to focus on a skill instead of picking another skill at subsequent levels.(adds +3 to the skill) As for starting skills, I would suggest that a character begins with 2 base skills to pick for training. Picking a rogue or multiclassing into it later, would give +4 bonus skills, wheras the other characters would not have any additional skills if multiclassed.
I believe a pet peeve of mine for D&D 3.5, is that players can never keep an accurate count of the modifers in combat with all the buffs / magical effects / racial bonuses etc. I would suggest to keep the number of stacking named bonuses and things like damage types down. 1. Dmg types
2. Named Bonuses
3. Racial Modifiers
But ya, imo book-keeping must go down if possible. Having less mods flying around would be a good place to start. |