I only just discovered Words of Power. I like it, but it also suffers from a couple problems: 1) it's got very little support, and 2) in some ways it's not that far from Vancian Casting. Why does the Wizard have to prepare individual words in slots? (Game Balance is the answer, of course, and I respect that, but flavor-wise it leaves a bad taste in my mouth.) If worse comes to worse, this is definitely the route I'd take. (I'll have to expand the word options a bit to get some of the most flavorful spells, but it's a good option.)
I really like the idea behind True Sorcery (free-form spellcasting), but (as plenty of people before me have noted) the DCs are ridiculous.
Additionally, thematically speaking (as opposed to game balance considerations in this case), I don't particularly love that the spellcaster only ends up able to cast a small (~1/4-1/3) of the spells to be cast. While the True Sorcery Spellcaster gains unrivaled versatility with the spells related to the Talents he has, he again only ends up with a small subset of those Talents. It's hard to think of him as truly versatile without that second element at play.
Stormhierta wrote:
I like it. Sign me up for this.
Russ Taylor wrote:
I totally agree with this. The power disparity between 1st level and 2nd level spells is pretty glaring and even worse going from 2nd to 3rd. If the sorcerer were at least allowed some dignity early on I think it would go a long way to appeasing everyone. As is, they are gimped to start. Not being gimped to start and having bloodlines to flesh them out would do the trick IMHO.
Sir Hexen Ineptus wrote:
Would you be looking to keep the bloodlines? I think it's a great idea and seems like it would be balanced.
seekerofshadowlight wrote: Myself I think bloodlines are they way to go. They do need them more often however First off, sorry for stealing your avatar. Secondly, I don't disagree with the bloodlines being paramount. I only suggested the shift to spell points because it appears the Sorcerers spells will remain staggered. I think they should be unstaggered to even out Sorcerer/Wizard dynamic, but having the truly flexible casting provided by spell points might negate/at least temper this disadvantage.
Jason Kirckof wrote:
Spell Recall is a great idea. Part of me (I think it's the munchkin/power gamer side) wants to keep Metamagic Mastery but push it back to the capstone ability, but Spell Recall is an excellent, and also flavorful, ability that seems to be balanced against other options.
Archade wrote:
I like this fix immensely. I hated in 2e, 3e, and 3.5 that you could never cast the spells in opposition to your chosen specialty. This fix maintains the flavor that you're just not as talented with certain schools while not making you feel like you've been gimped.
Warning: Messes with backwards compatibility I was reading another thread which was calling for the unstaggering of Sorcerer spell progression. While I completely agree that a Sorcerer should progress equally to the other full casting classes, what about giving them spell points so that they'd truly be flexible casters. If a sorcerer's casting is so innate, then why is he limited to casting a certain amount of various spell levels. Let him draw on his own personal power to cast whatever spells he wants. Any thoughts? Too powerful? Not enough?
Set wrote: In my opinion, the *vastly* smaller spell-list of the Spontaneous caster is the *only* balancing mechanic needed against the Prepared caster who can have every single core spell, ever (FOR FREE!, in the case of a Cleric or Druid). Again, in my opinion, the Sorcerer could have the same level aquisition as a Cleric, Druid or Wizard, the same ability to use Metamagic Feats (which already are costing a feat, in addition to boosting the level of the spell-slot required) *and* the bonus Feats of a Wizard, and still be balanced against that Wizard, because the Sorcerer may be able to cast more spells per day, and may be able to choose flexibly from his dinky little list of Spells Known, but will never be able to say, 'Okay, let's rest here, I'll prepare a Dispel Magic and a Knock tomorrow so that we can see what's behind this magically-trapped door.' I completely agree. Fewer spells known is a major limiting factor. The Wizard can be ready for any situation given a day or two. The sorceror cannot. Ever.
I like the idea of allowing the specialists to cast their spells in a higher spell slot I'd say one level higher would be sufficient, but if people are really worried that it'd be overpowering then +2 levels would still be good. Then they're only casting 7th level or below spells in their prohibited schools (pre-epic anyways).
lastknightleft wrote:
I don't particularly care for the HoTA flavorwise and also don't know if it should add your Int mod to dam. I don't think it's particularly off balance-wise, but what justification do we have for the extra damage. I really love the idea that a Universalist is a Specialist in Metamagic, but definitely agree that metamagic mastery is too powerful. A line should be added to state that you must still be capable of casting a spell of that level. Mastery of All Schools needs to be toned down or removed in favor of something else. If we gave each specialist a similar bonus in their school (what to do for Abjuration? possibly bonus on +2/+4 dispel checks and +4 to overcome SR) and changed the Universalist's to +1 DC and +2 to overcome SR, would that work? Along the lines of making the Universalist a Specialist when it comes to metamagic, how about making the Metamagic Mastery ability the capstone (either the original or the toned down version). This would require us to come up with a new 8th level ability, but I'm sure we can come up with something.
Much as I enjoy having extra spell slots as a Universalist I agree that it's a bit overpowered. I thought that the balance between the 3.5 Generalist and a 3.5 Specialist was actually quite well done. 3.P should definitely ditch the extra spell slots for Universalists. I love the Universalist school powers and think that the Universalist needs some school powers. Whether or not they should be kept 'as is' is another story. The Universalist capstone is quite a doozy. Don't get me wrong, as a player who loves wizards already, I'd love +2 to DCs and +4 to overcome SR, but should I really be better than a specialist at casting the same spells.
I love that a rogue can pick up these magic talents. There is quite a lot of flavor there. Having a single 0-level and a single 1st level spell-like ability a limited number of times a day is not a big deal. Rogues, IMHO, are dabblers. Why not let them dabble with magic? It's not like they can't utilize far more potent magic in the form of UMD, right? Keep the minor and major talent.
I definitely like what you've done with Detect Evil. Full support on that one. I'd like to see the Paladin, as has been said before, have access to Tower Shield proficiency and the Weapon Specialization feat tree. I don't think it hurts the fighter at all (since he now gets his training bonus). I think his spellcasting definitely needs a bump. I'd propose that he be bumped to full caster level, but if that is too much then how about Paladin level minus 3 (I'd like to see that mirrored with the Ranger's spellcasting and Animal Companion, but that's another story/thread). The Lay on Hands mechanic is great. And though I'm parroting others with this: how does the paladin handle/interact with the Extra Turning/Channeling feat? Smite Evil: It needs to be against any creature of Evil alignment. If he is going to be the champion of good he must be able to effectively deal with evil. All evil. I'm okay with an extra 1/level damage vs vanilla evil and I'm thinking 1d4/level vs the real nasty critters (undead and evil outsiders). I will say that the increase in duration is excellent and much needed. Holy Champion: I'd also like to see this changed to DR 10/- vs Evil.
When I first perused the Pathfinder ruleset and noticed the addition of the +1 HP or +1 Skill Point for favored classes I thought it was awesome. I tend to play to type and so it worked out wonderfully. And then I thought to myself, what if I want to play something more exotic? What if I'd like to play Varghul the Verbose, Half-0rc Illusionist extraordinaire? Never mind that it's a horribly handicapped premise, I shouldn't be "punished" further for choosing to play this memorable off-type character. Some people have said that to play against your type, missing out on the bonus, is not a punishment, but in a game of mostly (read: almost entirely) combat, it definitely is. 20 HP is no joke to the wizard whose HP have been increased by 40% (20th level Wizard Avg HP is 50).
I wanted to clarify that I didn't intend for my original idea to include location. I agree that it should not include that info. I also support the list, however it's displayed, being limited in some way like your settlement or company. Or maybe limited to players who give you permission to see their online/offline status? Or a combination of both. In a game with so much encouragement and need to work with other players, I'm sure we'll find ourselves working with players outside our own settlements or companies. And thus find ourselves wanting to see if those players are online.
Is there currently, or are there plans for, a way to see which characters are logged into the game? Right now I can hope to see the person in general chat or send him/her a whisper. I'd like to see a way to search for a character to determine if he/she is logged in. It would also be helpful to filter this list by settlement, company, etc.
T7V Avari wrote: Again I'm going to hark on maces and morningstars being divine weapons. The TT cleric tends to use blunt weapons for damage at the low levels and then gets some better damage spells at higher levels. That's how I see the PFO cleric playing out, using maces and morningstars for kills until they get the higher level spells. How about a mechanic that gives Clerics divine achievements for using their deity's favorite weapon? I don't know if there's currently a mechanic, or plans for one, that allows a cleric to choose a deity. But I think there's a good argument for tying this to divine achievements since it's directly related to the cleric's deity. Maybe this could lead to most clerics worshiping a certain deity so they get access to the weapon, but I still like the idea.
T7V Jazzlvraz wrote: Primaries--in all categories, not just orisons--are designed to use less Stamina, do less damage, and to impose Conditions; Secondaries use more Stamina, do more damage, and take advantage of the Conditions set by Primaries. They're designed to be complements, and to allow your Primaries to set Conditions that you and others in your group can take advantage of, while their Primaries open chances to use yours most effectively as well. This makes a lot of sense. I'll have to start paying more attention to the spell effects. So far I've been more concerned that I cast the right spell, and not whether or not it was coordinated well. Though I'd still like more flexibility of placement. If two spells complement each other, I'd like to put them next to each other! For me that would be more intuitive. T7V Jazzlvraz wrote: When it comes to mixing damage and heal/buffs, my co-ordination is so poor that I've started keeping both weapon slots filled with foci, and then having one focus's toolbar slots filled with damaging orisons, and orisons supporting damage, and the other filled with healing and buffing. I switch between the two depending on whether there's anyone else around who might need me not to damage her :-). I've also considered doing this! Glad to see someone else thinking the same thing.
Bitter Thorn wrote: We have lots of clerics and cleric training in Tavernhold! :) Thank you for the gracious invite, I do appreciate it! But I just joined the Keepers of the Circle. Their Ring philosophy and the Ring of Light really drew me in. But I hope to visit Tavernhold someday! I hear you have an entire group dedicated to Desna, and everyone knows that she's just the best deity ever ;-) In regards to advancing as a cleric, I am also struggling. Just the other day, I decided to run around a heavily advanced escalation area and I just picked off the small groups of 2-3 guys. I got more kills doing that for 15 minutes, than I did running in a group for an hour because our wizard was getting all the kills. That being said, I'm hoping the changes that Bob Settles mentioned in the Divine Achievements thread will help once implemented. I think I'm also struggling because I am used to ranged healing, since I came from DDO. But I'm getting better the more I play. Though I really wish I could organize my spells on the hotbar in any way I choose. I know how I need to organize things in order to be effective and I don't like being forced to put my spells in a certain area. The other day I accidentally attacked my husband instead of healing him. Major oops! I went from over 7k reputation to just about 700. If I can't get more coordinated, I may be in bad shape! Also, if I want to run with 6 secondary orisons, why can't I? Maybe I haven't played enough to see that this would be a bad idea? Do spells cast from a holy symbol have the same placement restrictions? I've not been able to train any yet, so I have no experience with them. |