I think balance is important, but as a means of fun rather than an end in and of itself. It doesn't have to be perfect or anything but it should make the game easier to run and the game more fun for the people playing it. I recall reading a blog post about a week ago in which the author angrily asserted that game balance doesn't matter, that it was spotlight balance that did, but it feels like he didn't consider that game balance might be a contributor to spotlight balance. I dunno tabletop games are weird.
Lucy is 100% correct, but I'd like to add that sometimes guides should not be followed blindly, and that you should double check with others because they make mistakes. I followed a guide for my first character and it gimped him good, partly because it didn't adequately explain the ramifications of the builds (by the way, if anyone says you should dump wis if your class has a good will save, they are very very wrong). I've seen some really crappy advice in guides, so new players not only need the guides but someone with experience too to help them interpret them.
Flanking rules as it applies to invisible creatures and illusions. As I understand it, the reason you're taking penalties from being flanked is because you have two guys on each side of you and you're splitting attention trying to defend against both yeah? Which sorta makes sense why you couldn't flank with someone invisible or greater invisible since the enemy doesn't know they're there, but don't you think they would think something is up as soon as they start getting stabbed in the back repeatedly? What bothers me more is when you bring in illusions. If someone believes it's real, they should think the image of a guy trying to swing at him is legit and therefore be distracted. But they're not distracted because it's not real even though they honestly truly believe it's real. Which means you can't flank with things they can perceive and can't flank with things they can't perceive but know are there and... I don't get it.
Bwang wrote:
Did she completely give up on 4e? I am not saying that to start an edition war, just that gming beyond the rules is a great thing and it would be a shame if she didn’t expand that to every system she plays instead of just thinking it's a pf only thing.
revaar wrote:
The idea of a goblin paladin sent flying, screaming at the top of his lungs, only to stand back up and charge recklessly back into battle amuses me, but I think it would be a hard sell to a gm.
Charon's Little Helper wrote:
Sarcasm is hard to detect over the Internet, especially with how controversial Dex to damage is. My only fear is that people will take the one level dip thing to heart and slashing grace goes the way of Crane Wing because of how relatively easy it is to get. I would really hate to have another feat that isn't op get nerfed six ways to Sunday because of that.
CMIX wrote:
I actually went to two tables, both of which were playing all-pregen parties, before I gave up and went to do something else. I don't mean to sound a dick, but playing bonekeep with a party of pregens is something I don't think is fun, much less want to pay money for.
Y'know, people keep talking about mos eisley and all this stuff, but I'm not even sure if what the OP proposes is actually a simplified game. It's more traditional, yes, but nearly all the mechanics are still there and PF has a ton, TON of crunch. So what I want to know is, would people want to play a simplified game in terms of mechanics. More consolidated skills, less modifiers and spells, more consolidation of combat rules, less weapons...
So to divert discussion a bit...what would bring spellcasters down at high levels? I think the main problem lies within certain spells just being kinda ridic. If there was a way to scale back on some of those, it might make things more manageable without making it unfun for new players with low system mastery. Although honestly I'm starting to believe the problem simply cannot be fixed without a complete overhaul of the system. I will say, I love the 6th-level casters like inquisitor or magus. Not enough spells to break everything, but have spells to do cool stuff and some mundane backups. I can play them without worrying that I'll piss in someone's cheerios accidentally.
Some people would like that combo but I wouldn't. It still really doesn't change the fact that I as a beatstick don't want to continue if the spellcasters can't cast, because I don't know about you but I really like it when the thing that is going to kill me next turn falls in a pit. Also it's not really fun to be able to do nothing, whether it be as caster or martial.
Imbicatus wrote:
Dapper raptors, son. I imagine at least one druid has awakened a raptor animal companion to be his wingman or representative. Just think, a guy gets into town and is stone face silent, while his raptor does all the talking for him.
Anzyr wrote:
Also don't oracles get clw/ilw automatically anyway?
Tangent101 wrote:
I would have to object to this. It fixes the problem--for characters without charisma modifiers, while not doing anything to those who would have them, hurts MAD classes and concepts more, and just seems kinda unreasonable especially if you buff stuff or if you play a character that isn't super optimized. Do I want to be able to fly so I can actually hit things, or have heroism so I have a shot at these DC 30-40 saves, or have protection from evil so I don't get dominated, or stoneskin so I can survive a full attack? Man, I shoulda been a bard, oracle, wizard, or paladin; they can have all those at the same time. I know I wouldn't like it if every time my gunslinger needs to umd a scroll so she can disarm a magic trap all her buffs are nullified (by the way, that one trap at the end of book 5 can die in a fire. You know the one). Not only that, it would discourage playing any race that has a CHA penalty. That might not seem like a big thing, but look at the demographics of most of the parties listed in the party thread. They're overwhelmingly aasimar, human, and tiefling. I know it's thematic, but the book does also say that this is a good opportunity to try out new races, so why have a system in place that discourages a good number of options, options that are already not as strong as the most common ones? And that's another thing; paladin is probably the most popular class, and most effective martial given the subject matter. Get CHA, get good saves, and can smite all day erry day, while the magus is miffed he only gets to maybe have haste or mage armor while he can't shocking grasp anything and the str rogue throws his hands up at his inability to have more than one to hit buff to make up for his 3/4ths BAB (and trust me, there are some enemies in here with some crazy high ACs). I can think of plenty of character builds I would like to play that aren't even optimal that would be completely unfeasible under that system. Limiting buffs is fine, but by CHA is not the way to do it. Honestly, something like class level or something would be more reasonable and keep everyone on the same playing field. I don't know, just don't go for the stat that a lot of classes have to dump.
@Tangent101 I think you're misunderstanding what I'm saying, so allow me to clarify: I never said MPA was balanced. I never said it wasn't broken. I never said that being able to do obscene amounts of damage to things was fun. In fact, I said it wasn't fun. I agree that it probably should be nerfed. Where I'm disagreeing with you is how it should be nerfed, and this is why I'm saying MDA is boring. It's boring because it's +3 instead of +2. That's it. Just a bigger number. Yes, it lets me kill something better, but it doesn't change anything. It's a bigger number. I can get a bigger number a ton of ways. Hell, I have the same exact problem with mythic Point Blank Shot. That doesn't excite me, nor give me the idea of being some mythical hero. What does excite me? Being able to do more stuff, and that's the key point here. Take mythic precise shot for example. I saw that and it excited me. Now I can hit enemies I couldn't before! I can do something outside the realm of mortal possibility! I won't get screwed over by an arcanist that has mirror image and displacement up while blinking back and forth constantly again! In short, it gave me more options to deal with foes and brought up new images of how I would fight. THAT is fun. And you know what? I barely even get to use this feat, but I still like it more than Mythic Deadly Aim. So all I'm saying is, I would prefer if MPA and MDA had some sort of secondary ability that was cool but doesn't increase damage. Something that lets you do something new in combat. Just bringing MPA down to MDA level will make it a lot more balanced, yes, and I recommend the damage scaling come down to that level, but it will still be a boring feat. I guess that sums up my beef with a lot of mythic feats, kinda like Seannoss says. I am just not hyped for mythic feats that simply add a bigger modifier to an already existing feat. To me, that doesn't seem all that mythical.
@TarkXT I'm not sure if that's really ballsy or anything; in fact it seems quite calculated and only a minor deviation from the usual. But I don't think I'm getting my point across here very well, so let me give some examples. For the first one, I once made a little one-session adventure akin to a PFS scenario in order to test out some houserules I wanted to use in a later game. One of those houserules was changes to combat manuevers in order to make them better and easier to use. For my first playtest, I used people from my regular PF group. They're all well versed in the game, etc. So they roll up their characters and stuff. Now, the adventure has them exploring a recently discovered ruins at the behest of a trading company and finding out what happened to the previous explorers it sent in. The place, it turns out, has been retrofitted by a widespread cult and they're using it as a base of operations. The second floor of this ruins was built directly into a massive cave; it consists of many rope bridges from ledge to platform and what not, situated 15ft over the sand. Now, the PCs have learned that there's something really bad in the sand that comes soon after something hits the ground (specifically, Tunnel Worms with ten billion templates come about a round or two later to try to eat whatever it is). We have some enemies that spot the pcs and fights ensue on the rope bridges and platforms. I had thought, at least one person would try to knock one of the enemies off into the sand to take them out of the fight (I intentionally positioned enemies in such places) but to my annoyance no one ever tried. In fact, no one bothered to do anything about it, and combat played out like a million times before. A second time I ran it I ran it with people who were new to the system. This time they tried out different stuff I wouldn't have expected; for example, on the first floor, the barbarian decided to pick up a fallen foe and fling it at another, and I thought, "why not?". Made him roll a strength check and attack roll and while it wasn't like the most useful thing, it was still fun to see and he knocked another enemy prone. When they got to the cavern, I think one person threw a rock down at the sand to see what would happen or something, and another knocked an enemy or two down. It felt good. Or for another example, this time in a different system. I was gming a game of Pokemon Tabletop United--a homebrew system for running pokemon games--and it was a PMD esque campaign, so all the PCs were pokemon. One night the party was fighting a particularly tough enemy in a warehouse who I may or may not have overstatted. The enemy is between rows of shelves and one of the players ask, "Hey, GM, is there anything on the top shelves above the bad guy?" Well, being a warehouse, I figure it makes sense so I'm like sure. He then asks if he can fly up to push it over onto the enemy. It's something I'd not thought of and isn't something the system explicitly has rules for, but I thought, why not? So he tries it, passes his roll, and a bunch of warehouse goods topple onto the enemy, burying and impeding him long enough for the players to claim victory. It's stuff like that. I like it when players do stuff that involves the scenary, or try unorthodox things, or something other than 'we roll in in predetermined formation with 10 million initiative to do plan X'. Hell, half the time trying to put things in a room makes it more annoying to the players rather than less (I've not seen anyone flip over a table or rip off a door for cover, or other stuff). I dunno I'm not a very good gm.
shadowkras wrote:
And if the gm arbitrarily decides that your character mechanics don't work because it is not combat then he needs to re-evaluate his rulings. Yes, jumping into lava is pretty bone headed (although I can see circumstances in which it could very easily happen) but that doesn't mean you should just ignore character ability.
There's a little story behind this one: so in my first ever pathfinder campaign, I played a barbarian after the GM let me retire my fighter that I wasn't having fun with. Said barbarian had 8 INT, and I rp'd him as dumber than a box of rocks. When he joined, the party was being sent on a mission to a kingdom in the north to aid in a rebellion against an oppressive elf king. Our boss mentioned that they had a mole up their, and my character, trying to play up the 8 INT, thought that he literally meant molemen. The party sorceror egged my character on, "confirming" his suspicions. Anyway, fastforward a journey and our party stops to rest in a town. During the night while we're in the inn, a great earthquake hits the town; stuff falling from the ceiling, buildings getting leveled, fires, etc etc. At the time, my barbarian was in the lobby messing around while most of the party was asleep. My GM at the time was a stickler for enforcing short sentences per turn (six words max) and keeping movement, so when we entered initiative, the first thing my barbarian does is run up the stairs, then on his next turn he throws open the door to the sorceror and druid's room and screams, at the top of his lungs, "THE MOLEMEN ARE HERE!" It actually became a sort of running gag, with my character desperate to root out the vile molemen. When I was to leave the campaign my GM had set up for us to actually encounter Colossal molemen for us to fight in my final session, but due to some miscommunication and scheduling errors it never happened.
Personally I'm just waiting for the day when I can reasonably play an NPC villain who enters the fight by riding a Colossal construct that plows through the wall. I figure that works no matter what point buy you use...I think. Interestingly enough, as a GM, I've had most balance problems have to do more with PC preparation and tactics more than point buy, but then again I suck at designing good encounters.
Concerning the "I don't want people to think I'm poorly rping X race" angle... If someone accuses you of poor roleplaying just because you don't play a race like a stereotyped straightjacket, tell them to grow an imagination. Just because a race has traits doesn't mean every person of said race is the same. Heck, you can adhere to some of the traits and still have a wide variation within that. Some of the best fun comes from extrapolation.
Peter Stewart wrote:
Eh, I dunno about that. You have to keep a few things in mind: the first is that pathfinder, as a system, not only rewards but expects some degree of optimization. I think perhaps you meant rule lawyers or those that scour every means to eke out as much power as possible as opposed to simple optimization. I can assure you optimization is not inherently bad, and I'm willing to bet money you in some way or another try to optimize your characters to some degree. Also, when you say it shouldn't be balanced around optimizers, keep in mind Pathfinder Society is a thing and likely one of Paizo's biggest draws. Given all the different varieties of players it's even more important to make sure things are balanced.
Quote: 4. Optimization can unbalance anything. Eh, I wouldn't go that far. I mean if you optimize a fighter to be really good at fighting, I doubt you'll break the game, especially when things that don't involve fighting come up.
I hate paladins. They all just come in and detect evil everywhere and smite everything and are just a complete goody-two-shoes nuisance. How is an honest necromancer supposed to build an undead empire with those jerks running around? And don't even get me started on the henchmen turnover rate these guys cause.
Peter Stewart wrote:
Just one thing I wanna say about this; be careful targeting character's backstories, family, friends, etc etc. Yes, I know it's reasonable that they may wind up in the crossfire but don't just endanger or kill them for drama. I believe it was mentioned int he backstory thread, but people come up with those sorts of things because they want to explore them. So you have to be careful. If your plan to motivate a PC is to kill off their family or something to weaken them, you might wind up later with PCs with no connections, family, or anything whatsoever. You don't wanna turn the players off from investing in roleplay things.
So last night we finished storming the citadel and managed to capture some random barbarian (who I accidentally crit) as well as a dwarf who sucked at saving against pits and glitterdust. There was also a babau who failed comically in the last battle, as he failed his save against glitterdust every round and could not roll above a 2.I wanted to try redeeming him since he was still alive after we beat Staunton and his mooks, but the party sorcerer vetoed it and killed it immediately. I'll redeem a demon one of these days, even if I have to pistol whip them into submission.
If I'm reading what he's saying correctly, TheAntiElite is saying that he is all for inclusiveness and thinks Paizo does a good job, but at the same time is worried that he will be castigated for mentioning a dislike of stereotypes or a fear that people will ask for stereotypes. Also, he seems to be worried that if you disagree on any part or if you find one particular aspect commonly associated with being queer annoying, then you're labeled a bigot even though you're disliking someone for acting in an annoying way, rather than who they are. At least I think. I just got off work and am a bit too tired to think at the moment.
I would say the reloading as free interpretation is correct because: Fast musket (makes gun count as one handed) Rapid reload musket (makes musket reload one faster) Alchemical cartridge (makes musket reload one faster at higher misfire chance) I don't see why fast musket wouldn't stack with the others, unless your tables have a vendetta against you full attacking or something.
Jodokai wrote: There are limitations built into a Wizard that people love to ignore. Component costs they love to talk about ammunition costs while ignoring this. That's not counting the cost of scribing spells into spell books, buying scrolls etc. Counterspelling completely negates a Wizard's actions. Everyone looks at the Wizard's spell list and acts like the Wizard can cast all those spells at any second all the time. Sure a wizard can cast a fireball once in awhile, a gunslinger does that damage and more every single round. Make fireball unllimited casting like first level spells, I can see a complaint until then, not so much. Oh yeah and a gunslinger can stop a Wizard with a disarm of spell components, or no-save confusion. Fireball isn't what makes a wizard dangerous. Stuff like stinking cloud, create pit, summon monster, scrying, wall of stone, various illusion spells, cloudkill, haste, black tentacles, etc etc are what make a wizard dangerous. His strength is in predicting danger and controlling the battlefield, so saying that he can't fireball all the time is a strawman because a wizard isn't supposed to be trying to match a gunslinger's damage; the classes aren't designed for the same thing. I'm also wondering how exactly counterspelling makes a wizard completely useless, since you need to either have the spell prepared/castable and make a spellcraft check (which you can fail) or use dispel magic with an opposing CL check (which you can fail). And how come in every one of these "gunslinger shuts down the opposing spellcaster instantly by disarming them" the spellcaster doesn't take a move action to retrieve their component pouch/holy symbol then a standard to cast the spell? Wouldn't, y'know, readying to just shoot them if they cast a spell and force a concentration check be a lot more effective? Quote: No it isn't. I'll explain next paragraph. Ok. Quote: I've covered wizards, the same still applies, and yes archers do do amazing damage. Now imagine that same archer, but instead of having to attack normal AC, it only needs touch AC. Instead of using STR for damage, it uses DEX and STR is now throw away stat, and instead of a d8 (or 2d6 with gravity bow) imagine its a d12 or 3d6. That's the difference between an archer and a gunslinger with one barrel. Did I miss something? How is it a d12 or a 3d6 (don't say Up Close and Deadly for the last one, since you just said the problem was not specific to the pistolero). I'd also like to point out that STR isn't really a throwaway stat for gunslingers, unless you like being in medium load. Others have pointed out the ability mod damage balances out with the bracers of armor and the gauntlets of dueling, so the only thing different here is touch vs regular AC. Quote: You're playing low levels. An archer at this level would be outshined too. Wait a few levels this will shift dramatically. Um, no. Mysterious Stranger doesn't get gun training, so he'll continue to drop behind. Even with signature deed for CHA to damage on each shot. And if you think that that would cover it...that'd be splitting stats for to hit and damage, kinda like an archer, except without items that give bonus damage like an archer. Quote: Color Spray - is a 15' illusion. There are litterally in infinate number of encounters that this will do nothing for, ranging from simply fighting enemies with ranged weapons, to fighting Skeletons to facing a trap. Going by that logic, there are also literally an infinite number of encounters in which this spell will completely shut enemies down, such as fighting groups of melee enemies, to fighting one strong enemy, to actually moving into range of those melee enemies--after all, not every bad guy is a mindless undead. Trust me, I have seen this spell totally mess up baddies quite reliably. If your argument is that it doesn't count because it doesn't work in every situation at low levels, then my counter is that the gunslinger doesn't work in every situation at low levels either. I'm not sure what you want.
As brock said, outlawing dice apps would make online play impossible. Have you been checking the player's rolls or do they just tell you what they got? If the dice app is fair they should have no problem rolling in front of you. Anyway, I think it's gm prerogative to ban dice apps in a physical game. Surely at least one person has dice, right?
stuart haffenden wrote:
That's ignoring the fact that more than the overpowering characters died. In fact, the players who felt they were being outshined died too. From what it seems, they had to sit through the campaign after voicing that they felt shuffled to the back, and their ultimate reward for bringing this up was the GM throwing a TPK at them. Now, had the GM just flat out said "play something else" when the problem arose and the other players pointed this out, there wouldn't have needed to be any point proven, and the whole party wouldn't have needed to die. That is a waste of everyone's time, especially the party with no guilt whatsoever. |