Kiranda

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If it helps, four players (Me and the alchemist included) have dropped out of Balkoth's game. The problem has been solved since there is no longer a problem. There is some interesting conversation going on here in this thread which you can keep having but I thought I should update the thread with what is happening now.

Thank you, everyone, for your input on the matter. Sometimes the best choice is to split because people want different things.


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If it helps, four players (Me and the Inq included) have dropped out of Balkoth's game. The problem has been solved since there is no longer a problem. There is some interesting conversation going on here in this thread which you can keep having but I thought I should update the thread with what is happening now.

Thank you, everyone, for your input on the matter. Sometimes the best choice is to split because people want different things.


Themetricsystem wrote:

Honestly, after reading through this and also the Reddit thread... my best advice would be to show the GM and the offending player this post and on the subreddit.

They should get a good grasp of why it's problematic, what they're doing that you aren't enjoying, and an idea of hopefully how to improve the game.

Fact is, it sounds like your Inq and GM are at war with each other like this is some kind of wargame for them, but the other players and yourself are NOT participating in that aspect of the game so you and likely others are getting frustrated that this one Player is hogging the spotlight.

Truth be told, if everything you've noted here and in other places is really true, I'd talk to the other players who are frustrated, and then spit off and start your own table, even if that means one of you have to GM for a while. These two people are ruining other players fun, and no matter what the nay-sayers here or elsewhere have to say, if one player is able to wreck the game balance and enjoyment for others, then something needs be done.

Just an FYI, this thread was made by the GM and that Reddit thread was me. I am not the inq, I am the brown fur arcanist. I am upset for the other players since high AC does not change how I play. When other players are unhappy, so am I and currently, most of the players do not like super high AC. I understand there is a lot to read but I just wanted some outside input on how others would handle it and it seems that I was correct that messing with the game is not the way to go.


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For those that are interested. His Rules


PossibleCabbage wrote:

I can see there will be GMs who will be hyper literal in reading "jabbing style functions when you just have the feat, no need to enter the style since it doesn't." I'm just not one of those.

A related question, however, does the "only take a -2 penalty when fighting defensively" clause require you to enter crane style? Crane Style's subsequent clause obviously requires being in the style. I figure this is the question most parallel to the OP's.

The literal reading is how the rules work. What you do at your table is not RAW. The OP is looking for if there is a FAQ or something but as from as I have looked, there does not seem to be. This has been brought up in the past and it seems that the answer is yes, you can use the feats since you do not need to be in the style per how it is written.


I have returned to my thread. This thread is about Paired Opportunist. Everything else is nothing I care about. Please stop talking about anything else since it does not matter for what is being said here. On top of all of that, my question was answered.


I recently took this feat and I was wondering that if it allows you to make attacks of opportunity through soft cover because it talks about allowing them in situations that would normally stop it and soft cover would be one of those situations.


Derklord wrote:

In a campaign that heavily house ruled there's not much point in asking anyone except your DM.

Anything we advise here will simply be overruled.

He is the one who made this thread, not I. He was asking your input on this.


Derklord wrote:
Wait, so, do you have a Paladin, or not?

Ranged Pally. I would have used it on him but best I can give him is more dex by making him smaller. I did plan on doing that but ofc I would need MP or Fey form to do such a thing which at this point, I doubt will be happening. I would love to have something good to give to everyone, I made a support caster for a reason.

Our ranged pally has already lost Manyshot and Divine Bond which affected his damage on top of haste no longer giving an extra attack. Just to give you some context.


Lelomenia wrote:

Beast Shape (core rulebook) also would give your monk the same +15 damage per hit.

And I think it would make more sense to compare to where your monk would be at if he just went with permanency enlarge person, which should be +4 strength in your group, and would move him from 2d8 to 3d8 (+7.5 damage per hit?). Yes, huge form is better, but is it better by a full caster’s surprise round/first round standard action?

Again, I don’t support allowing that spell, as it sounds like the player is wants it for power reasons based on a misunderstanding of the rules. I’m just saying past level 10 effects on that power level (specifically huge monk; there’s stronger things that can be done with that spell) are ubiquitous even in core.

I am the player in question and I feel I can speak to this.

Two things, permanency is not allowed in this game and second, I picked it because I thought it would be a cool buff to give to my allies to buff their damage instead of trying to just kill things myself. I want to buff everyone in the party to increase our overall fighting power. This is a challenging game so I thought I needed to come at it in that fashion. I don't really care if its beast shape or MP, they are both equal on our monk (Who is our only BAB melee character.) I just want to let people go ham a bit since I planned to use it on our cleric and Oracle when they wanted to mix it up in melee also.

I don't want anyone to outshine others, if anything, I am sitting back and letting our two damage dealers do their thing. We have 3 support characters.


Slim Jim wrote:
Kamea wrote:
I agree that haste is very good but I also agree that does not need to be changed. May I ask what other spells that are level 3 you could use for your full Martial Party?
Clay Skin, various Communal, Circle, and Mass spells, Daylight, Campfire Wall, Flame Arrow, Paragon Surge (on you, if you're a half-elf caster who does not intend to wait another two levels to get that metamagic feat), Marionette Possession (when your "martial" is the giant you've previously Charmed), Invisibly Sphere (because you shouldn't be murdering the town guard anyway), Ray of Exhaustion (on the enemy's barbarian, who'll be nerfed even if he saves), Slow (again on the enemy, which even despite its save can often be better than Haste because it results in much more favorable attrition ratios), Earth Tremor (among other battlefield control spells at 3rd, such as Spiked Pit, Wall of Nausea, and Greater Thunderstomp).

Let's look at those options then.

Clay Skin targets one person. It is a long term buff but can only last throw 50 dmg which is going to be 5 attacks. Its OK. Not getting hit is better which means displacement would be a better 3rd level buff for this kind of thing.

Daylight. Very limited use.

Campfire wall is not really a combat spell. It would not replace any of the other spells you talked about.

Flame arrow is nice but its only 3.5 added damage of the most common resist in the game. Most likely would never take this spell if I have limited choices.

Again, a bit on the limited side since you need to be a half-elf. Great buff if you are.

Marionette Possession is something I would agree is very strong and if used right can change a lot of fights in your favour. Problem is that you do need to know the guy's name so if you fail to charm him then you will have a harder find getting that. I like the spell, I know many GMs that hate it for the reason you explained.

Invisibly Sphere is very strong.

Ray of Exhaustion is a bit of a mixed bag for me. Great starter since it can stop those guys from charging you but if you fail to get the exhust then its not as great after that.

Earth Tremor seems good. Seening it for the first time. I would agree that battlefield control spells are all on par or better then Haste. Anything that goes through SR is even better or ones that force them to change how they move.

Meirril wrote:
Just throwing this out there. As good as Haste is, Slow is every bit as good. But Slow allows a saving throw and it falls behind as you gain levels. Haste being a buff gives it the edge over slow.
Slim Jim wrote:

That's what Heighten Spell is for; Slow, assuming you heighten it to keep beating enemy saves, gets better and better at high level because the enemies to be affected are more powerful and lose a greater percentage of their combat capacity while Haste is providing the PCs an increasingly lower percentage gain in combat capacity.

Compare: party versus three in-bound flying pounce monsters with bite/claw/claw/rake/rake, rend, and a rider-effect (poisonous bite) or a breath-weapon; let's imagine that four PCs will be performing melee attacks in such a situation, and each normally has three attacks in a full-attack.

Haste: the party's AC goes up by 1, and there will be four more melee attacks once things resolve to close-melee, with those affected having 33% more attacks. Does nothing to prevent an enemy charge or assist the party's fighters with ready actions.

Slow: any affected...

Problem with slow in the framework of this thread is that he has also nerfed slow to -2 AB, -2 AC, -2 reflex, and half movement. No longer staggers. So take that as you will.


Slim Jim wrote:
Quote:
Are you saying that Haste is never worth anyone's time?

You're posing an extremist/red-herring fallacy as my argument; no one's claiming that, or alluding such.

What I was doing was taking the side of Haste not being overpowered enough to "rethink"/"revamp" or otherwise nerf. --After all, it only works with damage anyway, when high-level combats are frequently decided by save-or-suck (e.g., Dazing Spell, etc), with damage-delivery then amounting to janitorial mop-up.

Haste is a 3rd-level spell, and Boots of Speed only 12,000gp, for a reason: it's far from the most powerful thing out there, arguably even among the set-of-all-things a 5th-level wizard could cast in a martial-heavy party.

I agree that haste is very good but I also agree that does not need to be changed. May I ask what other spells that are level 3 you could use for your full Martial Party?


Slim Jim wrote:
Wonderstell wrote:
We're kind of assuming full-attacks
You really shouldn't do that, because it is precisely equivalent to "I assume my GM is a creampuff." --Many of them are, but taking it for granted will eventually kill your character.
Quote:
since the average high-level martial's damage isn't even worth considering if they're stuck with a standard action attack.
I build high level martials to deliver an ass-ton of pain in a single attack, and all the better if that single-attack is really supercharged versus what the opponent can do with their single attack.

First off, for level 17, that dmg is very low so if that is how you built your character, it must be you who has the creampuff GM who is taking it easy on you. You should be doing over 100 if you want to compete with other classes. Second, I am not sure what this fight is about. Are you saying that Haste is never worth anyone's time? Would it not be worth it in a group where the caster can give it to 2 or 3 martials?