These boards always amaze me in that many non-issues are such problems for other groups. My group has never had a problem with this. Gear from the fallen is redistributed to other players ala DrDeth's examples, and personal gear is buried/burned with the fallen. Either that or they are jammed in the bag of holding for later reviving. Virtually every player we have tends to be an orphan (hah), but also I think that in most cases your party would be your truest friends. You spend all your time with them, trust your life and soul to them, so they likely mean more to you than family.
I might give it a try...I'm low on reading material now. As far as Forgotten Realms goes, the books are on a level with toilet paper. Maybe used toilet paper. Tons of crap, with the occasional corn kernel of justice. Dragonlance, the first two series (Chronicles I think & The Twins saga) are great. After that it rapidly delved into crap as well.
DM_Blake wrote:
Yup, the crunch would trash Pathfinder. I've allowed some loose retraining for the last year and it has dramatically reduced the number of players changing characters. Trogdor decides he's tired of beating Saranrae's drum, so he spends some time apprenticed to Gargamel the Mighty and becomes a wizard.
@DRDeth - point to you sir, I am in the wrong on that point. From a flavor perspective, my dislike is more an issue with how Vancian casting does not really match up with how magic is portayed typically. Nowadays a mage is typically very versatile but gets tired/physically impacted from overextending. That is how SGG's system works. Almost every example of Vancian magic people raise are from old to very old books. Frankly, no one in my groups has ever read Vance's books (or even heard of them). I believe that a pool of magic with flexibility is what I see in most books now. ***
The benefit of course, is that many of those spells that are virtually never cast can start to get some usage. I saw glitterdust for the first time just two weeks ago. The first time in 20+ years it was ever cast in a group at our table. ***
***
Given the info regarding Bloodlines not necessarily being blood, I'm not concerned with retraining it now. It makes sense. @DM Blake
And regarding your last comment, I actually believe they should keep their bloodline power if you change classes, unfortunately the mechanical advantages would cause a problem, but from a story perspective they absolutely should. @Cheapy
I'm in the anti-Vancian crowd, and veteran gamers are likely wearing rose-colored glasses to how quickly they picked up game aspects. I play in two groups that both find new rules / interpretations almost every session. Most of the group are 20+ year veterans of AD&D. As one of the posters above said, new players have frequently had issues picking up how spells are memorized. Almost every time we had a new players, the comment "I'm 5th level, so I can cast 5th level spells right?" comes up. The SGG spellpoint works brilliantly. I've had absolutely zero problems after using it for close to a year. We do use Eldritch Dissonance, which prevents casters from hammering the same spell over and over, so there are limitations. Giving players options and flexibility opens up interesting responses on the fly.
@Kolokotroni - this is pretty similar to what we do and it works well. A group member pointed out that if metamagic came free to casters (instead of using feats), magic could be vastly more customized and interesting. Obviously this would require some balancing for mechanical spell changes, but I like the idea that as a arcane caster leveled up they would learn to alter spells at will. One of the 3PP (I forget which) puts out several books like "7 Fireball Feats" and generally they are really entertaining and useful, but there just are not enough open feat slots for really customized magic. True, this can be accomplished now, but a caster doesn't have many feats to do this with, thus limiting the customizing to maybe having no more than 3-5 metamagic feats ever.
I hate Vancian spellcasting and we always use 3pp or optional rules to dump it. We also convert casters to spontaneous as well. I believe it seems unique and iconic to AD&D because every other game wanted to get away from it. Aside from the obvious AD&D based video games and books, you rarely see this concept of spell casting system in literature or games. Because IMO it sucks = ) In terms of modifying the power dynamic, it honestly has never been a problem for my group. I recognize how it could be, but we do not play PFS and we have a veteran group of players who have been together for years. No one gets worked up about stuff like this. Personally it would make my day to see the Vancian system finally die off and get a more modern and flexible magic system. Mage the Ascension had the most amazing magic I've ever played, but it was overly powerful and would be hard to adapt in any real manner to PF. These are my opinions of course, and your mileage may vary
This system has been working well for my group with a few small mods: Houserule Handbooks: Spell Points The eldritch dissonance prevents repetitive hammering of the spells pretty well. We have only been using this for a couple months but it has worked so far..
I had to log in just to say this: @MTCityHunter-
Rock on man.
I've never participated in activity like this, nor has my group of the last 20 years, but it seems like there is a legitimate player background and work with the GM that makes this kosher, as distastefully as some people at taking it. I think it is better to find another way if possible, but if this is how your group plays and you (and everyone) are okay with the consequences, go for it. Either the sleep/coup de grace, or the black tentacles/sleeping cloud combo is going to hurt them bad. Maybe poison the cheerios that morning as well. Waiting until they are hurt/depleted in a fight and then hitting them that night before they refresh is going to help. Hold yourself back in the fights and you can hit them in tip-top shape hopefully.
Spell Progression
Level Special
One of my players wanted to make his own class. This is for a home game obviously. I'm interested to see what some community members feel about the balance/progression of the class. Apologies in advance for the crappy formating on some things below. He had tables in excel Militant Mage (the Militard!)
Weapons and Armor
Hit points: 1d8
Feats: The Militant Mage qualifies for fighter feats as long as she meets the prerequisites for the feat she picks. Class Abilities
Magic Bolt: The Militant Mage can release a bolt of magic at his enemy. The bolt is considered a ranged touch attack that does 1d6 damage + the Mages intelligence modifier (this is applied once not per die of damage), has a range of 30ft +5 feet per level of the mage. And does not provoke an attack of opportunity. As the Militant Mage progresses the Magic Bolt does more damage based on his level, up to 12d6 at level 20. At level one and every upgrade (3,5,7,9,etc.) that the bolt increases in damage the mage can apply a new effect to the bolt; fire, cold, acid, force, law, chaos, positive, negative, holy, or tainted. When the mage casts the bolt he can, as a free action, choose the effect type the bolt is, if he does not choose one the bolt is just magic energy. The militant Mage can cast a bolt a number of times per day equal to his 3+ intelligence Modifier per day + level. Feats that grant extra channeling or an extra spell slot will increase the bolt limit by +2; this can be done a maximum of one time per character, per feat. Starting at level 5 the mage can release a burst of Magic energy that causes everyone in a 25 ft. radius to suffer the effects of his Magic Bolt. Those trapped inside the radius can make a reflex save for half damage. This attack does not provoke an attack of opportunity. The DC for the Magic Bolt effect is 10+1/2 the mages level (rounded down) + the mages Int. modifier. Bolt Focus: as weapon focus, the mage receives a +1 on Bolt attacks. Improved Bolt Focus, Greater Bolt focus and Bolt Mastery grant additional +1 each to attack. Additionally the DC to avoid the effects of the Magic Bolt burst is increased by +1 for each of the previous feats. Bolt Penetration: grants the mage a +2 when determining if the bolt can surpass the magic resistance of a creature.
Physical Perfection: The Mage can use this ability as a standard action to grant himself a magical bonus of +1 on any physical ability score, or temporary bonus hit points (5), or a Natural Armor bonus to AC, or an increase to movement rate of +5. Effects granted by this ability will last for one round per level of the mage. The effects can be only be used on the mage himself. The Militant Mage can use this ability 3+ con Modifier per day. At levels 4, 6, 9, 12, 15, 18, and 20 the bonus increases by +1 and increments of 5 movement and Hit points to a maximum of +8 and 25 movement and hit points. Feats that increase rage uses per day grant a one-time bonus of +2 uses per day to this power.
Physical Perfection ability. At level 10 the bonus increases to +3, +2d4
Disruptive Bolt: At level three the Mage can cast Dispel Magic as if he was two caster levels higher (up to level 20). Magic Items: The nature of the Mage means that he is considered the opposite class when using any magic item, and must pass a successful “Use Magic Device” skill check to use any active magic item even scrolls. The Mage can use items such as protection, resistance, and deflection items. Also, items that grant the user bonus spells give the Mage additional uses of his Magic bolt or Magic Shield ability.
Cantrips: The mage can cast cantrips as the Wizard only he does not have to memorize the cantrips in advance. Magi Spells
Level one: Air Bubble, Alarm, Alter Winds, Endure Elements, Flare Burst, Hydraulic push, Identify, Obscuring Mist, and Ray of Sickening. Level two: Blindness/ Deafness, Blur, Continual Light, Darkness, Dark Vision, Delay Pain, False Life, Fiery Shuriken, Fog Cloud, Gust of Wind, Levitate, Pyrotechnics, Resist Energy, Whispering wind. Level three: Ablative Barrier, Arcane Sight, Daylight, Displacement, Draconic reservoir, Fly, Force Punch, Gaseous Form, Haste, Ray of Exhaustion, Water Breathing, and Wind Wall. Level four: Mass Daze, Dimension Door, Greater False Life, Fear, Lesser Globe of Invulnerability, Overwhelming Greif, Ride the Wave, Shadow Step, Shout, Solid Fog. Level five: Absorb Toxicity, Dismissal, Geyser, Overland Flight, Sending, Teleport, Wall of Force, and Wall of Sound. Level six: Anti Magic Field, Getaway, Globe of Invulnerability, Guards and Wards, Shadow Walk, Sirocco, Wall of Iron.
Items that Increase Spell slots: Items that increase spell slots for wizards or sorcerer’s, can be used by the Magi and don’t require a Use Magic Device check, they work the same as bonus spells from high intelligence.
Suzaku wrote:
I agree. I always saw teleportation magic similar to space folding or Event-Horizon (the movie) type movement.
I often think the class is one of the least understood in the game for many folks. Pretty much every week someone comes to the boards and posts how overpowered the magus class is, and each time the same group of people come in, post the numbers, and show that it is not. A few days later, and another post appears..
I think several mini-bosses, though they may or may not all directly work for Mr. BBEG. If the place is mostly human, you could have one area or level populated with orcs who have invaded. It changes up the adventure and creates the possibility of strange alliances. Each Mini-boss should have some defined relationship with the others, as it would be unrealistic to have all these folks sharing a living space and not having any kind of relationship. It may not be friendly, but most should have something spelled out.
And yet I said none of those things you just claimed. I commented on how you equate someone with a different and yet complete arguable opinion with a fictional deviant pee-drinker. As if anyone who disagrees with you is nasty beyond reproach. You have attacked this topic as an activist looking for an ax to grind, and have insulted posters repeatedly. You should try acting the adult and check your attitude at the door.
boldstar wrote: This player did something along the lines of cutting down a tree cause it was in the way. There was no real point. We don't know the circumstances surrounding the fight, but we can safely assume it was a fight to the death. That itself validates the point of him nuking the hellhound. Tactically he could have kept the AC out of the way if he was better, but he apparently was not. This appears to be a case of a dumb player - not a malicious or evil one. Adamantine Dragon wrote: As a GM if a druid, ranger or other character shows prolonged and repeated indifference to the suffering of their animal companion or familiar, they will discover upon seeking a new AC that their reputation precedes them. AC's are of animal intelligence, and are not omniscient. The new animal does not know what and how your last animal died. They are unrelated and do not talk. You could claim that your God (if you have one) warned them (if it cared), but than why would you need to make rolls for your AC to work with you - if your God fills it in on what is going on it should follow you willingly in all ways. Even the "goodest of the good" druids have to roll Handle Animal, even with pure intentions.
A Man In Black wrote:
Sweet way to trash any person whose opinions differ.
Madcap has good ideas. I have had party members recently who did not engage as much. I started engaging them as the GM during play - what are your goals, how will you work on them? Basically trying to find out what they liked and getting them to drive the adventure forward themselves. It worked well and they pursued character goals, like finding enough mithril to build armor and weapons (we play low-magic).
Chris Mortika wrote: Unless I know that nobody at the table has a problem with sexualized violence or weaponized sex, I steer clear of it in my games. I like this - I won't avoid material, but I pay attention to the kids or other folks who are in the party, and we have set "setting" expectations for the game when our group formed.
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