Creating magical object is a bonus so big that MUST have prerequisites i would like to make these prerequisites even stonger, in order not to loose the 'rarity flavour' of magical objects ... not everyone can make everything ... expecially when you choose a specialist wizard, you gain a lot of advantages, but you must take in accont that you might loose something ...
I do not like the idea of a cleric without a god ... the point is, when you have a god, you have someone who has given you his gift, but also someone to which you must respond if your actions are wrong ... is a trade - off, you get a powerfull class ( but not too appealing ... is not easy to find someone who likes to play cleric), but you are not completly free in your actions .. if you breake your code of behavior, be sure that you will pay the conseguences ... without a god, you are no more linked to someone who will judge your actions ... you get all for free ... seems to easy playing a cleric in this way ... besides, no god sometimes became an excuse to pick the best domains with absolute freedom ... losing weapon proficency in too little compared to the advantages you get ... and besides, i feel is bad for Role-Playing too ...
toyrobots wrote:
Channel Energy does not work ... is depends completlty from the allignement of your divinity, so an evil cleric, and sone neutral cannot use it ....
I agree ... clerics needs heavy armour ... differently from wizards, they have to enter the battlefield, in the worst places of the fight, at least to cure dying allies ... they shoudn't have any chance if they were just weak and unprotected like wizards ... if you really want then weak and unprotected, then all the cure spell must become ranged spell ....
At low level an archery ranger can stand against other classes, and is fun to play, but when level increases, archery ranger became incredibly weak, compared to all meele fighters ... his damage remains more or less the same he did at first/second level, while meele fighters can easily go for enormous amount of damage ... TWF has feats decreasing penalities for the many attack he gets, and increasing damage, other fighters can do devastating blows, for hundreds of damage, archer can edventualy get a few precision feats more, but his damage remains the same, not even usable against any creature with damage reduction ( at highter level is a rule), and many archery feats became unusefull .. yes, he can gain a little more precision, but that is all ... mostly archery feats are incredibly low for middle or high level classes ... I beleive a few better archery based feats are required... I shoud say a few, not unbalancig, shoud be something like these ( forgive my very poor english) .. [b]Improved Rapid Shot [\b} Preq. Rapid Shot, Dex 15 Bonus: You can make an additional ranged attack.
[b]Weapon Specialization (Archery weapon)[\b] A ranger who has taken the Archery path becames so skilled in his weapon, he can get Weapon Specialization in his favorite Archery weapon as one of his bonus feats after 6 level. Preq.
Bonus: You gain a +2 bonus on all damage rolls you
I'm not too worried about over-powered crafting wizards, and surelly i will noe penalize them with less treasure just because they spend feature to get better magical object at lower cost ... if i will feel that things are going to far, anyhow, i might introduce, for a few magical items, the need of a rare component, that you cannot always find ready for shopping ... will edventualy be the hook for a new quest.
Pandora wrote:
I do not agree ... magical items can give meele classes thal little plus they needed to became more fun to play .. just do not think that the only thing you can give to a figher is a bigger sword ... After all, objects gives wizards more or less options they can get using spells, fighers can get exciting new opportunities they could not get in any other way ... it is just a matter of creativity ...
seekerofshadowlight wrote: eh well if your that worried just add on the pluses...that's fast and every really.but I myself love the changes I love the changes too ... i'm not againt them ... they where needed to balance fighing classes and magic users .. now it's just a problem of balance ... encounters levels of the old material should be modified for the new strenght of classes ... not only just by a fixed value ...
Well, while i like the changes to the fighter, i have to say that compatibily with 3.5 is very low ... i mean, at hight level a Pathfinder fighter can easily win against a 3.5 fighter with 2 or 3 level more ... Let's get for example an human fighter with two weapons ... pathfinder fighter gets everything a 3.5 fighter has, and gets more, at level 20: +4 AC for armor mastery
Summing all these bonus, he gets: up to +8 AC ( at least + 4)
How many epic levels must a 3.5 fighter gain before he can stand against Pathfinder Fighter? It is not that i do not like all this feats, i feel the problem is about balancng, both CR of mosters and fights, and all other fighting classes in Pathfinder ( paladin and rangers comes to mind), they should be weaker in combat than pure fighter, i agree, but now the difference is becaming too wide, maybe they need a little bost too ...
You may be right, but problem in 3.5 was that most power players just got 1 ( max 2) level in Barbarian, to get the benefit, even if it was not justified ... now benefit are more progressive ... every level they become better and better in all their abilities... most classes are the same .... is not bad, it avoids abuses of the game ... Anyhow in pathfinder, with the new skill system, you have more flexibility in customising your class ... less penalities for 'not class skills' ... is easier than in 3 ed.
Well ... in pathfinder things are a little better ... now getting ranks in 'not class' skill is not penalized as in 3,5, meaning that you can get a good rank in any skill without too much skill point cost. Fighter gets a lot of feats ... realy a lot ... it should be not a great sacrifice using one as "skill focus" ( which is better than in 3,5, giving 4 skill points after level 10), if you really want a good rank in one ability. Problem is many players are just 'power players',they must dominate the group, the feel they cannot live without the more powerfull fighter in the word, they feel they cannot start with less than 20 in strenght at first level, so they do not put any char point in intelligence, wisdom, charisma ( someone often ask me (as their DM) if they can reduce intelligence and charisma under the minimum, just to put more even more points in strenght ). And after this they complain about not getting enought skill points .. well, you cannot eat your cake and have it, too ... get 12 or 14 in intelligence ( also usefull for a few feats), and everything will be fine.
It should be better just to ask for giving fighter a double number of feats ... this is the only result of this rule ... he can use how many feats he wants when he wants and change them at will, just spending one round .. An istant refocus allowing changing feats is just a nonsense ... fighter needs years of training to master their feats .. no way they can change reflex and style of fighting every 6 seconds ...
Swapping feats daily is not logical at all ... there is no relation with wizards spell .. wizard has to know the spell and they chose just because they cannot prepare infinite spell ... fighters can use all their feats anytime without memory limit ... so they would excange feats for whic ones ... feats they never had got? Find a strange exotical weapon and suddenly learn how to master it and unlearn at the same moment how to use the weapon they used till few hours ago? Permanently 'unlearning' a feat for a new one every five level .. like a sorcerer, is just a little more logical, even if strange. Besides, as a DM, i fear the confusion given by players changing their weapon attack stats every day ...
Shisumo wrote:
I think this is a good idea ....
The problem with Ranger spells is that they are too weak, mostrly linked to plants and animals, maybe too much ( ranger is not a druid, after all). I understand the flavour of nature, but ranger is a fighter as well and has very few combat spells ... and plants and animal related spells are too dependent fron the terrain ... most of them cannot be used outside forest ... compared to ranger's, Paladin's spell are quite stronger... besides, the idea of 'caster level half of ranger level) makes even the few decent spell quite weak ( example Barskin, cast at 12 level give +5 natural armor bonus to a druid, but only +3 to a ranger ...) We should remember that casting spells for ranger is not without cost, after all ... to cast spell, a ranger has to use points for wisdom, points that he could have used for strenght or costitution instead, so is not fair to reduce ranger spells just to flavour .. they are few and low level, but they should be usefull everywhere, I also belive that caster level should be better set at Ranger level - 3, instead of half of ranger level
Saddly, while you can work out problems in core 3 ed. with Pathfinder, ( and as long as now i like a lot what i see), there is no hope for all the broken feats coming from the many slatbooks ( even from WoTC ), many of them are completly insane and will ruin any balance in game ... i'am always very carefull before letting my players take feats from these sources ... At most, i think that most feats not broken in 3.5 will remain ok even in Pathfinder ..... but if a feat was broken in 3,5 and not in the core-book, it will remain broken even in Pathfinder ..
Anyhow you have to consider that PathFinder Experience rules are different from 3 edition.
A T wrote:
Seems fine, but is a dangerous .concept .. all this custom subraces would just trash all favorite class meaning ... it is a shortcut to give you all you like from every race ... if we start this way, we soon will have three or four subraces for every race ... ( say gold, artic, hill, mountain dwarves, just to make an example ) all different and with different stats ... if we take this path soon or later we would end with the same mess created by splat-books that Pathfinder is trying to avoid ... If you want a bonus to charisma, just select a different race ...
toyrobots wrote:
My players are the same .. i gave them what they want, 28 Point Buy .. after all fun is important ... at first i spent time balancing monster, now with pathfinder i will only use the slow progress column, considering the players as une level highter than standard ( well, Pathfinder class power increse is part of the higther lever) ... no more work to do ... in the first try i found the rules works fine ... players can stand encounters a level highter than usual and have fun ..
Jason Beardsley wrote:
and my players I love PcGen ... easy to use and very flexible ... will be a great help for me and my players!
I like the idea of different Xp progression sets, it frres me from the problem of scaling xp at any encounter ... Different xp level for different classes ... this was the way 2 ed. handled xp ... it was fine, because balancing classes was easier, but gives very big problem if you consider multiclassing ...
Phaerie wrote:
I think it should be a perfect solution ...
underling wrote:
I think there must be a feat to prevent killing his own allies ... Selective Channeling i think is the name ... it is not, but i feel it should be given a free feat for evil clerics for they cannot use they cannelling powers without this ... And yes ... The Dark Knight Order is an example of perfect working evil organization ... even with a strong sense of honour too
Well, i can say that the correlation between allignement and life ( or unlife) energy has not a real reason to exists in such terms ... it was introduced in 3 ed. when words like 'positive' for life or 'negative' for unlife where associated to clerics and confused with 'good' and 'evil' ... But what i need is a way to let the game work .. or evil cleric class is banned from game ( is the only class with such allignement problem as far as i can see, is no use to say "is just a different cleric" , except if you are playing a vampire party i cannot see how a party without a healer can work and have fun, adventuring one day for no more than one or two fight, then spend one or two days just to heal, and so on .... i besider do not think any cleric player would like to spend ALL his spell as cure) Othewise there should be a fix to let the game work ( at very evil cleric should be able to heal in other ways, sacrificing the life of a prisoner or an innocent peasant, but i do not like to take the game so far towards evil .. ( and surelly such a cleric cannot disguise easily) ..., After all there are more degrees of evil, not everyone goes around killing orphans, like a mad chaotic demon lover, maybe someone just belives that law is most important than everything and is ready to support law and order agains chaos even if this means help a tyrranical king against poor hungry peasant rebels ... or just greedy for power or money, ... )
Kradlo wrote:
Not all evil are so stupid, anyhow ... that can be for a selfish chaotic evil, but a legal evil cleric in a mission for his good can understand very well the importance of working together with other components of the party ... as long as they are usefull to his mission, at least ... and how more usefull they can be if they are kept in good healt .. O well, the party will probably have to rest one or two days after any fight, unless they find an endless stock of light cure ...
In old 2 ed. you could play a good or evil cleric, with no real difference in party role.
In 3 ed. thing changed, when "healing" and "good" concept where confused. While good clerics can have fun, with spontaneus healing, non more forced to sacrifice all their spell to cure, evil clerics had just the most unusefull option of converting spell into "inflict spell", an option really useless in most game ( never seen a cleric using this spell, just swing your mace and do more harm taking less risk), and complettly useless out of combat. In Pathfinder the difference is even greater ... good clerics can really speed up the game a lot using Channel Energy to heal the party, quite powerfull spell, but very goot to let the game flow smoothly ... On the other side an evil cleric can't use Channel energy to heal players, leaving the game slow and unfun. Surelly, he can use Channel energy to do more damage then a sorcerer, after all using Channel energy with negative energy is nearly the same than casting the 7 level spell "Inflict Serious Wounds, Mass:" ... and a 16 cha cleric can use it 6 times a day ... is a deadly spell at low or middle level. But the 'slow game problem' remains, unless the party can find lots and lots of healing wands. A way to let the evil cleric get more and better healing is necessary to let the game be fun ... Besides, the fact that healing is linked with allignement prevents any kind of plot with a cleric disguising his allignent ... Hope you will excuse me for my poor english ...
Jim Callaghan wrote: Okay, I've trying a bunch of free trials, and I'm still looking for a good DM assisting program that works with Pathfinder. Either a program that has a Pathfinder patch available, or something that's easy to modify. Any suggestions? I think that next version of PcGen should support PathFinder ( 5.16) .. i really need it !!!
I do not like favored class, the only result is to make the game less various, is not fun, really when everyone plays just the same combo ( dwarf = fighter, elf = wizards and so on). And more than anything i do not like the hp reward for playing the class, ... is like the xp reward in 2 ed. for class stats ... something i always hated... Now, i know that everyone will love the opportunity to have stronger p.c. ... but in the end what is really important is keeping the game balanced ... i'm just afraid that pathfinder p.c. will result too stong compared with 3.5 p.c. ... resulting in loss of compatibility with 3.5 material
What i mean is that all the good things about extended healing converting turning, spuntaneus healing, etc., with less need of time spent for healing, more fun for players not buond to use all his spell as cures, and the like is lost by the current rules, if your cleric has an evil god ... and i do not think this is fun for the game ... or for the player .. i know that in 3.5 ed. evil and negative plan are thought to be the same, but i think it make no sense ... this is the first rule i would change ... besides, evil pc. needs healing as much as good pc., that is all ...
WelbyBumpus wrote:
Your second option is a little too far for me ... but i'm trying your first idea in my current new campaing .. I think is a good solution to the problem, while not unbalancing the game ..
I do not like the rules about positive and negative energy.
Not only ... using this rule an evil cleric cannot disguise his allignement .. ruining most plot ... and relating positive ( life) energy to good, and negative (death) energy evil is not so immediate. I think all living clerics should channel positive energy, regardless of allignement, and all undead clerics should channel negative energy, regardless of allignement ( yes, there are also good liches). Rebuking undead, if needed, should be at most a feat, with the prerequisite : not good allignement. I like very much the option of Turn healing ... save a lot of spell and make the clerics more playable ... i will surely adopt this rule in my current game ...i'm afraid that Turn damage could result too strong, and unbalance the class .. |