Hayato

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So we've all dealt with the player at one point or another is so in love with their class, they just can't admit it's a broken hot mess.

Case in point, I have a player that wants to do a custom class which I'm fine with. What I'm not fine with is needless complication and a caster that has;

-no spells per day limit
-knows all spells & need no preparation
-unlimited spells based on some wonky & needlessly complicated crafting
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To further elaborate, said player wants to cast spells based on crafted runes which revolve around 4 elements (earth, fire, water, wind).

Crafting said runes takes 10 minutes per level of the rune in question at no monetary cost, the level of the rune determines the spell effect. To do certain effects you have to mix & match certain runes. What makes this utterly ridiculous is there is no limit on how many runes he can carry outside of carry limit and containers to do so. For perspective, this allows him to create & use 24-48 lvl 1 spells pending on its needlessly complicated use of mixing spell runes.They somehow don't see this broken or simply won't acknowledge it is.

Now I broached the subject that while he does not want to use the spell list, the effects he's trying for is the exact effects of spells that already exist. So instead of trying to make things needlessly complicated just say "X" spell functions with your flavor of wording. The issue is that (god forbid) using spells & list is limiting...you know, like the other casters.

I put together a Pro & Con list to see if I was missing something maybe... but I can't nail it for the life of me and just see a giant hot mess of BS.

Pros:
+More Spells Known than raw casters (wants to know them all)
+No Spells per day limit (this makes no sense whatsoever)
+Has x2-x4 the amount of spells at minimum per day via rune crafting
+Crafting runes cost nothing
+Because of runes spell effects he can do everything (see above)

Cons:
-the only con is the fact I can't think of a Con for the runelord class
What I'm trying to illustrate is why would you play any other caster if a runelord can do it all without any limitations the others suffer.

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Aside from my rant, am I missing something or is the player clearly being an unreasonable douche wanting access to everything at no penalty of others?


As the post states is this intentional?


So if you cast the spell on a living target, on their square it's clear they take damage.

The issue of contention is if he moves out on his turn immediately after, does he suffer damage again since he's leaving the affected area?


So we got some new players in the group and they fit the dynamic quite nicely so far. However, when loot makes an appearance it's almost a free-for-all. Our group usually just takes note of what's there and when the adventure is done (unless an item really is needed) everything gets divvied up.

My proposed method was to simply put the item as a community item if it becomes a point of contention or just turn it into gold value.

So I'm wondering what some of you guys do or would in such a situation?


So with metallurgy and the advancements we have today, composite metals are quite common and more often than not beneficial, though that comes into debate pending on your use and what metal in question.

This brings me on to how to handle composite armors, I'd like to say the "piecemeal armor" rules kinda give a good start but there's likely a better way.

Like for Tatami-Do, which is in real life closer to medium or heavy armor, but I digress... you could use Mithral for the chain links and Adamantine for the plates.

For something in this case as an example, I believe maybe a total of 1/3 or 1/4 weight knocked off the usual half for Mithral (IIRC). And for the adamantine treat the DR as 1 grade lower and either combine the armor penalty bonus or take the better/worse of the two. Suppose it depends on the construction in question?

With all the crazy crafting you can do in Pathfinder, it's interesting it's not really touched on.


So, I've always been one to punish critical failures to varying degrees pending on the action involved much like critical successes. Not sure what the stance is with people here, but I've heard people gripe about how punishing for critical failures can "kill their mood".

So the drop is sufficiently safe enough for the Monk to normally slow-fall without harm. He however rolled a critical failure on his acrobatics check on an attempted 20ft leap across a room.

I ruled that, based soley on the fact he got a critical failure, his monkly grace could not save him at that time. The damage was negligable, but he insisted that he should benefit from it anyways.

Thoughts and opinions?


So the King will without question remain inside the Kingdom's capital far as residence. The question however comes down to everyone else, but in particular the Marshal player's character.

They essentially want to be the Ruler of another town or fort many hexes away, or simply just live there for security reasons (undecided) but wants to remain the Marshal of the Kingdom. By the rules I don't believe that is feasible but there's not much on the subject that technically doesn't say she can't with exception of the multiple roles limit. But as has been talked about, if the group is fine with it...

I have been debating on how to run it mechanically for some time, and it comes down to the below which I expect many will tell me;

#1. She becomes a baron which allows her to grow her own army and make the big decisions herself but losing the Marshal role of the Kingdom as stated/limited by the rules.

#2. She maintains Marshal of the Kingdom, somehow maintaining communication in a reasonable manner (likely shell of sending)while being able to simply live outside the capital thus allowing her to do her Marshal duties and watch over the town. This one sounds legit, but only because of the Shell of sending idea of been playing with.

edit: would like to add I am searching for my answers, just a bit to go through. So any helpful information is appreciated.

#3 I may simply be missing something in the leadership roles or general kingdom rules. For example, baron may not be the correct title in that I don't want them to expand, but the person in question wans to just manage that hex on their own and make those decisions while still being Marshal and living there.

edit #2: I found this link which basically covers the subject, but I'll continue digging. http://paizo.com/threads/rzs2kqso?Feudalism-using-the-Kingmaker-rules#1

First time poster, so nice to meet you guys.