In our game (half way through age of ashes 10th level now) it feels as if casters is firmly in the support category. They are not bad but it definitely sucks when you throw off your big bad cone of cold to virtually no effect. We have now house ruled all pure casters start at expert and progress one step ahead getting a new step called archemage at 17th gaining an additional +2 over legendary.
Fixes the to hit issue and helps blaster as they have a better chance of crit fails on fireballs. it also helps when you pull out baleful polymorph or similar spells that you have a chance to at least incapacitate them for a round.
Even with this change martials are still far and away king damage dealers.
Can you carry an intelligent item with you when you use dimension door?
In my game:
Familiar: Yes it can come with DD as it is bound to you.
Intelligent items: Yes they can come because they are items.
Your buddy in pest form. No not bound to you.
The real question is can I go pest form and jump on the back of say a Vrock and prevent him from DDing?
The glimpse of the anti paladin we got in the Game Mastery Guide has what I am assuming is the version of Champions reactions like retribution strike.
Unless I am missing something it is not good
Boiled down it works like this:
As a reaction when you are struck you may add 2d6 damage to the attack that is hitting you to then cause 2d6 damage to the attacker. You also gain 2 to damage on your strikes during your next round.
I hope Paizo can rework this as it has two glaring flaws:
1. For Champions AC is what they do. So why would I help my enemies by adding to the power of any blow lucky enough to connect.
2. Antipaladins do not get lay of hands so most likely are going to have 0 healing. While this makes senses thematically it also makes a power that causes me to soak more damage a poor choice.
I dont know maybe it is a missprint and it is supposed to decrease damage to the AP and cause it to the target.
Anyone else seeing something about this power that makes it better than what I am reading?
So per RAW you cant start an activity that you cant finish during a round in combat. The most obvious effect of this rule is that a caster can only cast one spell a round and then has to find something else to do for their last action.
However if we removed this limitation I think it adds some interesting strategic options.
Action 1-2 cast fireball
Action 1 on my next turn: finish fireball
The interesting thing here is that while you are casting between rounds you would of course attract the attention of all the mobs who probably want you dead.
Critical hits from normal attacks would now disrupt your spell as if it was an attack of opportunity.
For casters it would increase spell output at the risk of losing spells to disruption or attracting additional attacks.
I am playing around with using this as a house rule but thought I would put it out to everyone in case I am missing some super OP pain in the ass thing I am not thinking of.
This grants an ability that is basically the ancestory trait of other races. I would limit this somehow. Something like gain resistance 3/cold or 3/fire your choice that then auto upgrades to 5/fire or 5/cold at 10th level.
Probably make them choose to gain claws or a tail attack.
As far as I recall there is not critical specialization traits for claws or tail attacks. Maybe in the bestiary?
As I mentioned above I would have the characters gain the second resist at 3/fire or 3 /cold with auto upgrade at 10th to 5.
I could be wrong but this one feels too powerful. Granting two second level spells for one ability especially as they are all particularly useful (except for flame sphere that one is trash, you will never cast it at ninth level. Well maybe at night when you want to roast hotdogs at camp. Just hope the hotdogs don't save).
Increase the damage to 1d6; drop the gain of temporary hit points. A vampiric attack like would be OP for an innate ability.
RAW states "Nothing can hold you in place. You immediately escape from every magical effect that has you immobilized or grabbed unless the effect is of a higher level than your unimpeded stride spell. "
Going by the first line this spell would affect grabs, chains, tanglefoot bags, etc.
Going by the next line this would only affect magical bindings such as the web spell.
I assume the first line is just flavor text that we can ignore due to the second line but...
I see. I did not know that. Thank you.
The Ronyon wrote:
“Interesting question.Let me tell you something about “the bard”. So as i mentioned I am a failed bard. About century ago I have all the talent in the world and get accepted into a prestigious college. With my gift i can be the next Meric Songspinner or so I am told. I get to school things are going as planned. Early on I meet Vrett a gnome and his girlfriend a spunky little gnome named Amethyst. We call her Amy for short. Vrett is a good friend and doesn't really have my gifts but is a solid performer and has been at the school a few years so he takes me under his wing and shows me the ropes of campus life/ Amy, now Amy is another level. Better than me, beautiful, magnetic, eleteric. The three of us work closely together and I fall hard for her almost immediately. Being friends with Vrett I keep it all to myself. Or so I thought. I channel my pent up feelings into my art and push myself I am one of the only students to give Amy a real run for top performers.
Then one day Amy comes to me crying saying how Vrett has been cheating on her and dumped her for someone else. I comfort her which quickly turns to her pushing for more and soon enough I follow my heart and give in. We make passionate, mind blowing love. When of course right at the crescendo Vrett comes in. Nothing she said was true. Massive fight follows. Vrett hates me. My love for Amy is now rage, hurt and betrayal. Vrett leaves school.
I can't live with the guilt and leave to follow him. Fail to find him and become a wandering minstrel. AMy stays on at the school. Her only really competition gone graduates the top of her class.
Skip forward a century. I end up performing in the inns in Breechhil just killing time until there famed “Heroes for Hire day”. Amy shows up and does me the courtesy of not performing because she would get hired everywhere instead of me. Sadly this is just straight up fact but feels like a huge insult coming from her. “Don't condescend to me Woman!”
So in short what ever she was doing during the fight it was most likely screwing me over some how.”
Now to the Bargast fight. She (illegally cause we were too low. Thank god for mistakes in the players favor) used both the song of defense and Inspire confident. Healed several times and shot crossbow bolts at the fiend.
She DID NOT save our asses with her music. No matter what the others say. It was fine
Wow, that fact that you are sitting here telling us your story is all more impressive. If we had gone that way the only way I'm talking to you is as a ghost. :)
Also our GM.....my wife actually rolls everything but secrect rolls in front of the group so I know she didnt fudge the victory for us. Other than the roleplaying reason of letting us go on prepared. We took down time to move striking and armor runes around. I did some research in town and got the vital info not to bring fire to the fight.
We all survived in the end. Laid the goblin tribe to rest. And I still haven't had a good night's sleep since that fight. :)
I had Renali "summon" a giant spider to provide illusory creature flanking and it helped quite a bit, but yeah, tough fight for my group too
My sorcerer is your typical charisma boy rogue failed bard. He talked Renali into helping us. Also a vital factor. I left her out of my narrative because we promised to keep her secret from others until we could get her home and I was avoiding spoilers......sort of. :)
Yeah, that is a tough, tough encounter at APL + 3. I haven't run it yet myself, my campaign is only getting there in 1-2 sessions, but I have read a lot of reports like yours...
We are not a min/max group really but we have multiple experienced roleplayers. I think many groups are in for a rough go of it. The goblin alchemist was given information about the encounter by the DM. In game she was a member of the tribe that had been sent forth to steal human children for it. In stead she found us. So we went in fully rested and freshly minted 4th level heroes. Just about died. Literally saved by an early lucky hit with an acid flask that just wouldn't go out and the champion getting a nat 20 with a striking great sword and doing basically max damage.
That thing just about TPKed the whole group.
Large 4th Level group
My sorcerer is bleeding out on the floor after enlarging both the champion and the Barbarian I stupidly closed in for a shocking grasp. That did not go well. Fading in and out of consciousness I see the Barbarian screaming in rage even as she is hammered to the floor poison and blood running from her.
Thank the gods for Natural 20s.
Super fun fight but DAMN!!!!!!!!
Natan Linggod 327 wrote:
Oh I agree that every noble house and well off merchant would want to have a wizard in the family. And again using the real world as an example many rich families do have kids that are lawyers or doctors. High powered families would have to keep magic in mind all the time. I think it would be more along the lines of every kid would be trained in the Arcane skill. Even if you have no talent for magic you could have a thorough understanding of how it worked.
Of course if the OP was asking if making a world were every noble was a wizard would work. Then absolutely it could work. I would probably give everyone the adapted cantrip feat even if they are not casters for free at first level. Then have every noble take the wizard dedication at 2nd level.
Natan Linggod 327 wrote:
There is no mention of it because as a PC if you want to become a wizard you become a wizard. Obviously it takes a talent to do it. Do you honestly think if tomorrow medical school or law school was made free that everyone would be Doctors or lawyers? No way. A lot of people would go to school for it and while we would get some great doctors or lawyers out of it, we would end up with many more drop-outs or bad doctors and lawyers. There is no "talent" for either profession but it takes a combination of traits that not everyone possesses.
Of course they do. In fact more so if you are rich and powerful. Who do you think pays all those high priced lawyers.
The fact is, it is much easier to pay a guy who did all the schooling and learning than it is to do all that yourself.
Also, the flickmace could look like a ball and chain flail with some cunning self retracting mechanism. Or look a bit like a meteor hammer. It could definitely look cool.
Sorry but the most "cool" this ridiculous thing looks is like the guy at the gas station with the extendable key ring or maybe as mentioned above a paddle ball.
Here is a video to show you the coolness:
I see that Paizo made, arguably, the best 1 handed weapon a yo-yo that you need to be raised by gnomes to use.
GM: “Your barbarian was raised by gnomes?”
Player 1: “Yes, and every time he lost his temper his parents made him stay in his room and his only entertainment was his yo-yo.”
Player 2: “Weird, my fighter was also raised by gnomes but his parents bought him two yo-yos to play with.”
Player 3: “You two sound like powergamers. Not me, my martial is based off the tried and true yo-yo and board style fighter that every fantasy movie ever has. He became an adventurer when his adoptive parent’s village was wiped out by orcs.”
Oh narratively it is. However I dont have a problem with it as either I misjudged the power level of the foe or the group got super unlucky. In either of those cases I am willing to use a get out of jailfree card.
On the other hand
If they players attacked the Lich despite many warnings they were not ready to face this foe and then failed to run away when given the chance. I will keep that TPK that is one them.
Kade Gryffinhart wrote:
I never fudge rolls. In fact, other than secret rolls, I roll everything in front of the players. I don't tell the players what the enemies need but everyone is going to know that a 1 or 2 is probably bad. They might suspect I am fudging it if the Lich rolls say a 7 to save and I say that is a success but overall I think this helps a lot with player trust. Keep in mind it also means that I don't fudge to save players either. I like there to be a sense of danger. If players don't die they aren't being heroic they are just not being lazy when the save someone. However that last sentence is a whole nother topic.
This is how a typical situation might go in one of my games. The characters are about to charge into a throne room of undead with the BIG BAD LICH sitting on the throne.
Here is what I think
Should happen: Fight of several rounds with both sides getting in a few good blows and the fun of unleashing there saved up big gun attacks.
Barbarian leads the charge and gauges the strength of the undead minions.
Wizard AOEs and kills or damages many of them.
Fighter: Charges the skeletal champion on the dias.
Rogue: Moves in and helps the fighter
Lich: Monologues and throws out spells causes damage but not killing anybody.
Group: Descends on the Lich and beat him down
Could Happen: The lich fails an early save to the Wizards disintegrate or dies to a lucky critical hit from the warrior.
Wizard: If I have line of sight I want to use my disintegration spell on him.
Me: Roll to hit (Wizard rolls and succeeds)
Me: With crash of steel on steel the fighter hits the Skeletal Champion knocking the undead warrior aside. For just a moment the Lich is standing clear in front of its throne. The wizard’s chanting echoes across the room and for just a moment the lights flicker as all the green in the spectrum appears to gather at the wizard’s fingertip and then lancing out to strike the Lich on the chest…..(Roll in front of the group gets a natural 1 takes 200 damage) The Lich form is touched by the green light and colors seem to turn negative as with an echoing cry he is destroyed.
My mental response to a 2 round fight that was a semi climax to a story arc. “That kind of sucked to end off 12 levels of build up. “Hmm, let me…..”
I am now mentally creating an additional adventure to let the group hunt down a demon who is the power behind the lich.
Could Happen: We lose a character or two in the first round to a blown save and the group needs to retreat double quick
Me: With crash of steel on steel the fighter hits the Skeletal Champion knocking the undead warrior aside. For just a moment the Lich is standing clear in front of its throne. The wizard’s chanting echoes across the room and for just a moment the lights flicker as all the green in the spectrum appears to gather at the wizard’s fingertip and then lancing out to strike where the lich had just been standing. The throne disappears in a burst of arcane energy. The Lich points his own skeletal hand and fires a very similar green bolt at the wizard. (One critical fail roll later)
The wizard didn't even have time to react. Mentally still tied up in the arcane destruction you just unleashed your form is torn from the world.
The groups fighter is hit with a spell and goes down, Things get bad. Cleric calls the retreat. Barbarian makes a move through grab to snatch up the fight in a fireman’s carry. Rogue grabs up the fighters sword as he runs for the door. The megalomaniacal Lich realizes these worms are beneath him and instead of finishing them off he laughs and taunts the foolish mortals. His minions harry the group until the have fled the castle. I don't just do resurrections all willy nilly in my games. They always require something special. It makes death matter more than it does in a video game.
Afterward the game I pull the wizard aside to find out a couple of things: 1) Do you wish to continue playing the same character? Most often this answer is yes but sometimes the player wants a change anyway. If not we plan on rerolling a character. If so then….
After they patch themselves up the cleric finds out as the wizard died her soul was taken captive by a demon who is in league with the lich. They will have to hunt down the demon to free the wizard's soul. This allows the group to get a little more XP or items to face against the lich when they return. The dead wizard comes back with as much XP as the experience of death/transference to a different state has shown her new things so she stays at the level of the group.
Could Happen: TPK (Total Party Kill) On a TPK this is either extreme bad luck on the partys part and lots of “1” came up. Or I planned a “Dangerous” encounter that was really an “Impossible” encounter. In these cases I usually take it easy. Depending on how the deaths happened I use a couple of options:
“Conan you are the last to fall. You realize this foe was too great for you and his taunting laughter chases you into darkness.”
Option 1: It was basically damage that killed them and not death effects or disintegrations.
Option 2: Death from death effects or disintegration. The lightly glowing globe appears to be suspending the group in the void. You can see nothing in every direction. As the party looks around A. voice rings out. “Hello my friends, I apologize for interfering but I have been following your progress closely and could not let that fiend win.” An Ancient silver dragon appears out of the void. “Acererak is more dangerous than you know. Demonic forces have been helping him from the shadows. I will return you to the village but you must track down this demon before attempting to face the Lich again.”
Could Happen: The thief is snuck through the door and attempts to sneak past the lich and through the secret door behind the throne and regains the “Holy Relic of Great High Lord Macguffin” and is lucky enough not to get seen. The group gets some XP for pulling off the heist.
“As triumphantly hand over the Holy Macguffin you looted from the Lich there is an explosion of noise. Rising into the air on a horse with flaming hooves is
Could Happen: The characters try something I didn't think of
No idea I didnt think of it. Justa adjust the best I can. :)
So I know what your thinking:
Damn, did he really just type all that
Tl;dr I dont fudge rolls I just adapt.
*edits to do some cleanup of this stupidly long post :)
I agree on this as well it is too soon to make major changes. I have no idea how this system will even work yet. Hopefully RAW is solid enough to reduce the need for any or at least only a small handful of house rules.
Nox Aeterna wrote:
Oh I agree discussions with your GM should be the go to move. I just dont quite understand the "X spell is" is uncommon or rare and now GMs can disallow it and that sucks. I want a rule that forces the GM to allow me to have X spell"
Why? If the GM was against something being in his game and as mentioned above even if you could "force" the GM to allow you to have "X spell" why would you want to do this?
A good GM should be more than happy to help you realize your character design assuming it would not be completely broken or there is another in-story reason for it. The GM should be able to explain why they are restricting the spell.
A bad GM is just a bad GM and you are probably better off not playing with them regardless of what they are restricting or weather you could use RAW to force your way with them.
Wow, I feel your pain. This is the type of stuff that makes my ears bleed. Certain things I find so nonsensical that even if they were allowed by the rules I might not allow them. However I try and be upfront about it. If an experienced player is coming into my game with a character I like to go over it with them before the game. One question I always ask is "So what is your big gun attack" and it behooves a player to tell me "Oh I dual wield two slings and machine gun baddies to death like a cartoon character" That way I can let them know they should look elsewhere to play or maybe we can find a different way to design the character that would work in my world.
*Edits to correct spelling
N N 959 wrote:
I agree you need to let your players know your rules/changes. I mean there is an old story floating around about a guy who went to a gen con in the early days of D & D and got into a game where he was attacked by a duck driving a +1 hotdog stand.However the complaint isn't “I keep getting into f$%^ing games and dying to a f$%^ing duck driving a hotdog stand. It is “this rule allows the GM to much power” let’s be honest here do you really think GM running the duck driving the Hotdog cart going to care about RAW.
N N 959 wrote:
As the GM you don't “own” the game but most are trying to tell a story that you can enjoy along with the multiple players. As a GM I am not worried about someone pointing out that spending 3 rounds and heightening the spell to third level gets them 6 magic missiles not 3 like I said. That is fine and I actually like players who are knowledgeable about rules that can catch those types of brain farts.
N N 959 wrote:
Interesting because as a GM I definitely have a style of GMing. Lord of the Rings and Game of Thrones both have a severely different flavor of storytelling. One isn't better than the other and certain flavors might suit your tastes better than others but both are tasty. You just need to find one that suits you and hope it isn't D&D the movie flavored (eeeeegads)I don’t force a predetermined outcome because that is how “I” planned it. I set up situations and let the players handle it how they may. Sometimes I know how it will turn out and sometimes the players do something off the rails that I didn't see coming. In those cases I just adjust and move on. Often times it can make the story more interesting that what I had planned.
N N 959 wrote:
This may just be a matter of perspective. To me if I point out a rule to a GM and they acknowledge it but keep the situation the same. I just assume that either:1) There is something going on that I am not aware of...or
2) The GM forgot about something and now a basic spell is about to ruin his murder mystery or whatever and so he is ignoring the rule. Either way I don't feel combative. I just roll with it.
P.S. If any of this sounds snappy it is not meant to be. I appreciate your perspective on this.A big reason I might not have run into this is I play with players I know in real life. Lately I have been thinking about running a game at a local shop just to allow people without a GM a chance to play. But all this adversarial nonsense has me rethinking it.
Dear Miss Manners,
I have seen many posts on the boards here that complain about the rules allowing the GM “too much power” and a few that complain about players “getting to much control”.
Tl;dr So my question is? What is happening in games where players feel that a rule in the book is going to help them? Are there really that many petty GMs that are just arbitrary f@#&ing with characters? And if so does a rule written in the book actually help?
In the situation I posted above if I caved into the thunderous voice of the Highlord of Paizo and allowed you to play your character would you really want to play in my game. If I was the player and had a character the GM didnt want to allow I would have no qualms about changing it or trying with a different GM.
-Signed Honestly Confused
Thank you for the reply.I agree I dont see it being broken at all to cast spells gained from Multi-classing and if I had to rule on it in a game I ran that is what I would rule.
I just wanted to make sure I wasn't over looking some side bar rule that specifically disallowed that.
I missed the sidebar on the Incapacitation trait and that makes a HUGE difference in how those spells function. :)
I am a Sorcerer with Cleric Archetype and Master Cleric casting ability. If I take the Sorcerer Ability of Bloodline Conduit am I able to cast 5th level or lower cleric spells with no spell slots once a minute or because it has the Sorcerer tag will it only apply to my Sorcerer spells.
I was unable to find what the Sorcerer tag on an ability does if anything.
On higher-level monsters, their stacked statistics, and generic physical attacker enemies: could a pre-buffed, four-PC 2nd-level party defeat an ettin or a weak hill giant?
I dont know the odds as I am not a math guy but I will throw in my 2 cents. I have seen a lot of posts about how powerful monsters are in the this edition.
For me this is a huge plus. I like my players to be worried about dying. Scary monsters make characters that much more heroic. If I want to run and easier game it is very easy to run lower level mobs against the players.
My only gripe about the current system (which appears to work very much liek the starfinder system) is that monsters of a particular CR are very, very similar. The monster creation system kind of makes it so there are just 3 monsters at ever CR ad caster, fighter, and skill monkey. I dislike that Pit Fiend and Balor Demons are basically identical because they are both CR 17.
IF they could work a little more variety into each CR level I would be happy.
N N 959 wrote:
I do sort of like this idea but the crits would be insane. What about allowing at legendary allowing 5 times during the adventuring day you can roll
I love the idea of resonance. Binding with powerful magic items and avoiding the Christmas tree effect are worthy goals as is increasing the game power of the charisma stat.
I feel like the limiting consumables needs to be addressed in a different way.
Maybe wands no longer cast spells but add damage or other effects to spells. A wand of Charm adds +1 to the DC of any charm spell you cast. A wand of healing auto heightens +1 any heal spell you cast. Etc etc
Staffs can just expand your castable spells. So a character that has bound a staff of fireball can use 3rd level spell slots to cast the fireball spell even if he didn't memorize it today.
Potions: can be limited by
Healing and the 15 minute adventuring day is a whole different problem as well.
The internet has had 10 more years to improve fan toxicity since the PF1 play test. It is now Master levels and training hard for legendary levels.
But remember as these boards will be quick to point out that is only +2 better at toxicity levels so really not that much more toxic. Why even bother practicing to be mean and rude to each other for a crappy +2.
Put me in the camp of people who love the stamina system. I am an old school gamer (Original Hard Cover AD&D times) and was very leery of stamina when I first read Starfinder but I came around in a big way.
Stamina ups the intensity of fights. When the mobs knock someone into hit points of damage "S@#t just got real" Suddenly every hit is a potential problem and crits can be down right deadly. This allows a group healer to do things other than healing for the first part of a fight and then swoop in and be a hero.
Mobs are so powerful that virtually ever fight someone would take damage. This was a much more interesting mechanic than just hit points. You know you will be going into the next fight with your stamina topped off so do you waste resources healing your 10 points of hit point damage or just allow it to linger and hope the mobs dont get through stamina again.
Stamina allows a group to run without a healer. Granted the GM will have to role back the fight difficulty a bit but I believe adventures and combats would be every bit as intense.
Stamina is a great mechanic because it slows down the rate that players "lose" fights. As soon as you burst through to hit points of damage the players are on the ropes but now healing spells and magic items can slow the descent.
Also, There are not 2 pools to track with stamina. Just one really. If I have 70 stamina and 70 hit points then you just track damage like alwasy. As soon as I have taken 71 damage I am now into hitpoints.
GM: "Iron man just hit you for 71 stamina. Thanos, you are now into hitpoints."
Witch of Miracles wrote:
Spending 10 minutes, even in a dungeon, is nothing. It takes that long to search a room properly. At best the wizard will just not help with the search and will change up spells.
Also something is overpowered if it requires the DM to be constantly thinking of a way to not let the player use it as printed.