The difference between AC and Reflex is a small, but noticeable one. Armor Class, as you pointed out, involves avoiding an attack as well as trying to maneuver to hit the offender back. More precisely though, AC is a target for the attacker. In another way, AC is the DC of the attack roll. You are measuring the attacking character's skill at landing a blow. Reflex, on the other hand, is a measure of a character's skill at getting the heck away from something unsavory (pain or otherwise). When you roll a Reflex save, your DC is set by the offending spell/effect. So a subtle difference, but noticeable all the same. And like was said, it won't change in PRPG for compatibility reasons. **As far as the pirate character, you want a 3.5 Swashbuckler with at least 5 ranks in Tumble and Improved Combat Expertise. ImpCE stacks with fighting defensively, and having the ranks in Tumble gives you bigger bonuses when fighting defensively. Not sure if the Tumble bonus translates to PRPG though.
This thread branches off from this one because I'd like to focus discussion in this thread to a proposal by Jason Nelson that seemed to get skipped over. Again, this idea was proposed by Jason Nelson and I feel it has a lot of merit and deserves more discussion. (Some paraphrasing has been done, but otherwise this concept is un-altered.) Jason Nelson wrote:
What do you think? Is this a reasonable fix to implement?
Please change Track back to a feat and give the Ranger a bonus to it. Tracking is supposed to be something that is unique to the Ranger, and now it's something that's open to all. I'm all for other classes being able to find tracks. That's a simple Perception check. But being able to accurately track a creature for a distance and discern things from those tracks (number of creatures, for instance) should be something special. So please, change Track back to the way it was in 3.5. I never saw any issues with it, and never heard complaints from other players about it. I proposed a similiar thing for the Rogue's Trapfinding ability in this thread and will bring this issue up again once we get to the Feats section of the playtest.
I am 100% in favor of the auto-Perception check for rogues to find traps. Definitely something that should be changed to the class as a whole. As far as the Trapfinding skill, I would change it to the way Track was handled in 3.5 = make it into a feat and give it to the Rogue with a classed-based bonus. Rangers got a +4 bonus when tracking, so give Rogues a +4 to checks to find traps. This serves a number of purposes:
I think this is the best way to handle Trapfinding, as it worked really well in 3.5 and handles all the issues that are being discussed.
I would agree that the Bard really doesn't need the alignment requirement, but the other two have to stay. As other people have said, the idea behind the Monk is extreme discipline. That's why the RAW are that a Monk cannot continue gaining levels of Monk unless s/he is Lawful. Her mind has lost the focus to keep up with the intense training of that way of living. Drunken Master is a prestige class, BTW, so when you're done feeling Lawful you can be that chaotic martial arts guru. Barbarians need their non-lawful requirement for the same reason. Someone who is really disciplined and controlled isn't going to burst into a primal rage and start tearing things apart. He might get really angry and start taking names, but it's not the kind of fury that the wild barbarian exemplifies.
The biggest complaint I've heard of and seen with multiclassing is save bonuses. Obviously if your saves are ridiculously good, then you're sacrificing other things (BAB, spells, etc.). I think that it balances out just fine. I have never seen multiclassing lead to problems in terms of designing encounters for my players. Take the character mentioned earlier (a 15th level character with +0 BAB but great saves). Sure, he will probably make all of his Will saves, but if he gets in a grapple he's pretty much boned. His power level on class abilities is most certainly significantly lower than his allies as well. So he might always make that Fort save against poison, but he's probably pretty useless in combat. Simply put, if people *honestly* feel that people multiclassing for save bonuses is a problem then I think you just need to insert a line of text saying that "all Good saves in any classes after your first are one less" and retooling PrC's as appropriate. Now that Fighter 1/Ranger 1 only has a Fort save of +3 instead of +4... which is how he would progress anyways. Still, I have not seen multiclassing ever become a problem in any games I have played.
I'm still in favor of full sneak attack damage against those creatures that are vulnerable, but creating a line of feats to scale the non-traditional ones. Should rogues be able to sneak attack undead? You bet. Right away at level 1? Maybe. But then I don't want to see that same level 1 rogue get a sneak attack on a construct (like an animated chair or something). Making feats keeps the versitility while making the power scale.
Jason Bulmahn wrote:
I think it's a great idea because it's not difficult to imagine a bard working magical power into the words/notes of a song/performance. But the issue still remains then of how to balance bards with instruments vs. bards without... I know a lot of the 3.5 bards I played with went without for the same reasons mentioned in this thread. I think a good start could be as simple as having an instrument increase the effectiveness of the various bardic music abilities. Then the player needs to choose between stronger bardic music or more combat savvy.
Honorable Rogue wrote:
I love this idea, as well as the other suggestion of looking to monster abilities for possible ki uses. I think these are both great ways to add versatility to the class without making it overpowering.
The initial proposal seems to present a number of great ideas for balancing out Sneak Attack, but also [I feel] lead to a lot of bookkeeping. So why not make it even simpler? Create feats that allow rogues to sneak attack formerly immune creature types (there are some that are not OGL, so wording and such would have to get changed). Then have it scale at half the rate of sneak attack dice (one sneak attack feat every four levels). Now rogues are still much more versitile in their use of SA, but it wouldn't be quite as broken as it is right now.
One resource you might like is www.crystalkeep.com - check out the Equipment PDF. It's got all kinds of alchemical equipment that you can make use of in any 3.x campaign. As far as keeping alchemist's fire and acid relevant, what about scaling the Craft DC (and price) for stronger versions?
JoelF847 wrote:
I could definitely get behind this idea. Thematically, bigger evils require a bigger beatdown. It makes sense, and evil outsiders are big on that list already. I'm also in favor of changing SE back to a flat #/paladin level for the damage bonus to make calculating damage faster. 2/paladin level is what I'm hoping for, or this alternative.
Jason, thank you for the [Design Focus] update! It's very much appreciated to get an idea for what playtest concepts are being looked at and considered by the design team. That being said, my thoughts on the changes to... Detect Evil: Awesome. I love it, love it, love it! Smite Evil: Thank you heartily for the changes you've made. While I would have loved to have not wasted a smite attempt on a miss, I can be happy with the changes you've made here. Lay on Hands: I'm partial to the pool of points that 3.5 used, but this looks like good revision from the initial beta rules on the ability. Many thanks on this as well. Channel Energy: I like how you tied this in with Lay on Hands; I feel that's definitely the way to go here. As other people have said, clarification will be needed with how the Paladin's version of Channel Energy mixes with the Cleric's and relevant feats. Divine Bond: I love this ability (and thank you Paizo for an alternative to the mount!). Again as has already been mentioned some clarification on stacking effects for the weapon bonuses and how that will relate to DR will be needed. As far as the mount, I think it makes sense to have it roaming the celetial planes. If the weapon bond is a celestial spirit, why wouldn't the mount be celestial as well? Just seems to make sense for me. Holy Champion: Jason Nelson proposed a DR 10/- vs. evil, which I think is one way to go. Another would be to give the paladin DR 10/good. She's still protected against her foes, but if she gets into a tussle with celestials she's on her own. Other thoughts: I think that the changes to Smite Evil were very positive and should help to level the playing field. Further playtesting will give us an answer there. I would still request that the Paladin get Tower Shield Proficiency to aid that end. I don't think the Paladin will have to worry about outshining the Cleric, but I do think the Paladin's caster level needs to be switched to Paladin level-3 (aka CL 1 @ 4th, CL 2 @ 5th, etc). Spontaneous casting would be a boon, but the caster level fix is almost a necessity. All in all, thank you heartily again for the changes. Back to playtesting!
primemover003 wrote:
You sure? I could have sworn that DR X/- shaved off the first X points of damage from any source... then again it's been a long week so I might just be losing my mind.
primemover003 wrote:
I don't have the Pathfinder PDF in front of me, but I believe undead are susceptible to sneak attack now. Rogues can now sneak attack most things... which will likely get addressed in that part of the playtest.
You still want the touch attack because the two things affect you differently. If a ray of intense heat (ala Scorching Ray) touches you, it's going to hurt a lot. It's a simple action. On the other hand, a combat manuever is a more complicated action. The attacker needs to be able to contact his opponent (touch attack) and have enough skill to accomplish the maneuver (CMB roll/save). If you only have the save, then you are effectively penalizing melee classes like the Fighter because their superior combat skill--which should translate to an ease of accomplishing combat manuevers--isn't reflected in a save mechanic alone. With a save as the only mechanic, a Fighter and a Wizard of equal level are almost equally as likely to accomplish a combat manuever against the same foe. Requiring the touch attack balances this out a little bit. Now the wizard will not be as likely to make that touch attack as his fighter counterpart at lower levels, and at higher levels his lower BAB continues to make the Wizard's disarm attempt easier to resist than the Fighter's.
I will agree that the 3.5 DR system was much more streamlined and easier to work with. If they want to keep the system as is (ala 3.0), then they need to note somewhere that Bob's +1 keen longsword functions as a +2 longsword for the purpose of overcoming DR. Because like you said, it's not fair to punish players for wanting a weapon with a little flair instead of one more plus. And honestly, I never saw a real lack of value for +N weapons. I still had people grabbing for that +3 heavy mace instead of the +1 [insert cool ability here] longsword.
All of the encounters at this level were obviously much more difficult because of the lack of a focused spellcaster and a focused healer. That would have made both encounters much easier. On other notes... *Would grappling the Chuuls have been any easier if they didn't have Improved Grab? I know that a lot of people are discussing the combat manuever feats in general, and feedbak on how well balanced the new grapple rules are would be super. *The DR 10/- on the hellwasps gives them the DR against magic and other non-weapon effects.
First off, thank you for playtesting as you are! I think it will really help to see how the classes measure up over multiple levels, and your description of the setting is pretty good. *I agree with your note on healing 1 hp/level with a night's rest, that it's pretty meager. The Heal skill is helpful in that regard, but that still leaves one person without the x2 benefit. I can't think of any kind of fix that I really like, so I think the 1 hp/level is just something that we'll have to deal with. *Incorporeal undead tend to be vulnerable because their state of incorporeality gives them that 50% miss chance. Which is pretty darn aggravating. *I would also be in favor of the Ranger getting Cure Light as a 1st level spell. No need to change the spell level of the others--but Cure Light Wounds shouldn't be a 2nd-level spell.
Jason Nelson wrote: ..."armor system revamp" I'm most certainly in favor of your suggestions on shields and helmets. Especially helmets! At the very least helmets (and/or the armors where the description says it comes with a helmet) should give you a +x to your AC for critical threats. But generally speaking I agree with your armor arguments. Maybe not as much with your case for light armor or Mage Armor, but definitely for beefing up the Medium & Heavy armors. I'm also in favor of eliminating the speed penalties entirely for Medium armor (unless it would make you encumbered to a medium load), and would say that heavy armor should only give you a 5-ft penalty to speed.
awp832 wrote:
I think that the 1 HP/min would work just fine. Especially if you are trying to convey the fact that natural healing (even with bandages and poultices and such) takes time. (1)Synergies were removed from Pathfinder. However, you could change the wording for TDW to say "...you heal +1 HP for every 5 points by which you beat the DC." (2)I could see the Heal skill for antitoxin, but that would be about it. All the other items are magical in nature and should still require the proper spells. (3)I fail to see how the Heal skill would grant a person knowledge about a creature aside from any known poisons/diseases it possessed. How in the Nine Hells would a Heal check tell you a monsters weaknesses?
Ratpick wrote:
From my understanding, the biggest reason for the hit die change in the classes was to improve low-level character survival. Sure, they simplified it to match the BAB for the core classes, but that was not the impetus for the change. For classes like the Dragon Shaman, you wouldn't need to change anything. He's hardy, but not as good a fighter as the Fighter or the Paladin--he's got other abilities to compensate for that. Backwards compatability is only a stretch if you try to update everything. Paizo can't; the OGL doesn't give them that liberty. So they only worry about what they need to. If you're worried about updating a class that isn't OGL to be more on par with PFRPG classes (which really shouldn't be too much of an issue), then you're on your own for that.
I would change the wording so that the two skills chosen are class skills for one (1) class in which you currently have at least one level. And only +1 skill point at a level up. Otherwise I see Human Rogues with large Intelligence scores being trained in everything and... and oh my... it'd be like a one-man-adventuring-party waiting to happen.
From what I've seen and read on tested with PFRPG, I don't think it's going to be an issue, especially from a DM standpoint. As a player, will you probably be spending some time converting characters and trading out aspects (feats/skills/etc) that are no longer needed? Sure, but you'd be doing that with any kind of rules conversion too. We also need to keep in mind that there isn't a DMG or MM for PFRPG yet. So from what I've seen the only changes that a DM will need to make, at least initially, is to account for the average party being able to handle a little more. I'm hypothetically putting a PF party ECL = 3.5 party ECL+1 in terms of setting up encounters. So do I think that PFRPG will discourage DMs because of the changes they are making? No. I think many DMs who have heard of Pathfinder will check out the changes and use something. Whether they make the full switch over or not right away I cannot say, but I do not believe that any of the discussions or changes in the PFRPG will hurt the appeal of the system.
I like your thought process of trying to simplify the mechanic, but it just doesn't make any sense in my mind for any of the manuevers other than Bull Rush/Overrun (and maybe Trip). Why would a Fortitude save help a character to keep from getting Disarmed or from being caught in a dragon's maw (a Grapple check)? It just doesn't make any sense having it work on one of the current saving throws. Maybe what could be done is to implement a new "Combat Manuever Saving Throw" with a DC = 10 + 1/2 Base Attack Bonus + Size mod + Relevant Ability Modifer... ...with the ability modifier being either Strength or Dexterity, whichever is higher. This doesn't penalize characters who are quick but not strong and vice versa, while still taking into account that fighter-types should be pros at this sort of thing. Also I would still recommend a Touch Attack with the DC. The attacker should have to do more than just say, "I disarm you unless you beat my DC of 16."
Is this product even still available? I'm not sure because I was looking through the Pathfinder products, and there isn't any price listed, and the title link doesn't even work! :( I've heard great things about this and want to check it out, and likely purchase a copy... but I don't know what the status of this product is.
Matthew Vickrey wrote: If the suggestions I made for the fighter would work better as new feats or talents, then what would be a better approach to ensuring the fighter never loses his place as the master-of-arms? I really only think that the last Fighter ability you mentioned should be made into feats. Then at 12th level I think giving the Fighter either a flat bonus to his CMB or one of the Improved [combat manuever] feats (1)is potentially one less feat the character needs to expend, and (2)re-asserts the fact that the fighter is a superior master-at-arms
Matt Devney wrote:
I'm almost 100% behind everything you've said. I've spent a while trying out different things with the Paladin, and I think you've just about hit the nail on the head. Definitely some kind of "overcoming DR" as a natural part of the Smite; I'm thinking something that scales... perhaps as "Good" at 1st level, then "Lawful" at 6th, and all DR at 12th. The changes to attack & damage that you propose would be interesting to playtest. The bonus to attack helps make sure that you hit (would that bonus apply to confirm critical threats as well?), and the damage scales comparatively with Sneak Attack, but only against evil creatures (multiplied in a critical hit?). Hmm... I don't see the need to specify it as a free action. If we agree that it's a singular attack, why not just say that it functions as part of a standard attack action? I love the flavour of the concealment/cover negate effect! Obviously the mechanic is fun, but the image of a holy Paladin smashing through a wall to subdue the BBEG hiding on the other side is just great. :) I also really like the idea of burning Turn Undead or spell slots for more SE. I've liked how part of playing a Paladin is making that judgement call about what you need more, so I relish the idea of deciding if I want to hold onto that 1st level spell or get in another smite attempt. All-in-all, some real great stuff here that I would LOVE to see implemented! Paizo folks, please look long and hard at these suggestions!
lastknightleft wrote:
These are the only changes I would make to the Paladin's spellcasting as well. As far as the Paladin's Smite Evil ability (which I think we can safely assume is one of the most discussed topics in this section of the playtest), I don't think it needs to be a "always on" ability. The purpose of Smite Evil should be to really bring divine justice against those who really need it. I mean seriously, a Paladin isn't going to be smiting the evil goblin raiders--he's going to beat them down like a big metal beatstick. He's going to hold onto Smite Evil for the minor demon that the goblin priests have summoned back at their camp. If you want a constant effect for the Paladin, I think that Divine Bond fulfills that slot for you. Make your Paladin weapon that you're bonded with really good at putting the rank-and-file evil creatures in their place. My point is that Smite Evil doesn't necessarily need to happen more frequently. What I think it really needs is a boost so that when you use it the effect is more apparent. Now whether that comes from increasing the effect of Smite Evil (2 x Paladin level damage, perhaps) or from an added effect aside from damage I don't really care.
1) I'm all behind 2 x Paladin level for Lay on Hands as well. I think that it scales nicely without being overpowering. 2) However, I also think that we really need some clarification from the designers on whether or not you can spend multiple uses of LoH in one go for healing purposes (similar in effect to the pool of 3.5). If the answer to #2 is "Yes, you can spend multiple uses at once for healing", then I don't care as much about #1. BUT, if the answer to #2 is "No, you can't"... then I think we really need #1 or another option.
Generally speaking, I really liked what I read in your post. But for discussion I'll discuss the classes (and proposals) individually. -PALADIN-
*100% behind you on the Tower Shield Proficiency as well. *I've also discussed aligning Smite Evil. Giving the class the option of Smite Chaos (with making the attack lawful aligned) I think would be a nice flavor as well. The damage increase to 2 x Paladin level should help alleviate some woes at higher level. Personally, I'm also behind not losing the attempt if you miss. *I have also suggested increasing Lay on Hands to 2 x Paladin level per use, especially if the Paladin cannot spend multiple charges at once for mid-combat healing. Good thinking. *I'm neutral on the poison immunity. *I'm only slightly with you on the spellcasting. I think the Paladin would do just fine if you eliminate the healing-related spells on his spell list. Make it something similar to the Ranger spell list where each spell does something to make the Paladin better at his job as a holy warrior. I'm also in favor of spontaneous casting for the Paladin (& Ranger) since they have so few spells per day. *I'm neutral on Mettle. -FIGHTER-
*I'm in favor of "Combat Initiative", but I don't think it should outshadow a Rogue. Maybe just make it a straight +2 initiative bonus. *100% behind the "Combat Tactician" ability, but maybe have it work off of Wisdom instead? Then the character benefits not only from this feat but on Sense Motive checks to avoid being feinted against in combat. *I would also suggest moving "Veteran's Eye" to use Wisdom. Otherwise, very cool. *I'm also in favor of "Critical Opportunity", but as a feat in the disarm/trip/bull rush feat trees. Instead, at 12th level the Fighter gains ImpDis/ImpTrip/ImpB-Rush; if he already has one (or more) then he can elect to take Critical Opportunity for that particular combat maneuver. All in all, great ideas!
Jason Nelson wrote:
I'm all for that! Maybe even have the damage bonus increase at every 3 levels even. Although, I would also add a line in there that the damage bonus does not stack with that of a Ranger, only the higher value is used. This would cut down a little bit on double-dipping, but then again might not be necessary.
I'm wondering if there was really a need to change any of the conditions at all. I don't remember running into any issues with my group. My vote would be to keep the 3.5 conditions as is, and just include a small table (mayhap in the back of the book) listing the conditions and their effects so it's easier to see at a glance than look up in the glossary.
primemover003 wrote:
Why not make it something simple, say "If [combat maneuver] is successful, on the target's next turn he is only allowed a partial action unless he succeeds on a Fortitude save with a DC equal to 10 + 1/2 your level."
Crusader of Logic wrote: If you are going to take a random chance on something it must be significantly better than your reliable option, especially if it costs resources to get it. Period. Otherwise you spend feats to get weaker... Logic Fail. The combat manuevers don't need to be "significantly better". They all have particular uses that makes them more valuable in specific situations than just a regular old hack 'n slash. The real issue here is that the DC to pull off a CM doesn't scale well. The goal of playtesting CMB should be to find a way to put it on level-footing with a standard attack. Then the average character (without CMB-related feats) is only choosing between doing damage and doing something interesting (tripping, disarming, grappling, moving his enemy, etc.)
Karui Kage wrote:
I haven't playtested this yet with my group, but it sounds as if merging 'Entangled' and 'Grappled' into one single condition could get confusing. I mean, what happens if you get trapped in a L Monstrous Spider's web (you are now 'Grappled') and the monster comes up and starts a grapple with you. Would you then be twice 'Grappled'??
Set wrote:
I can go along with this as well, but I think that it needs some kind of a requirement. Even just having Still Spell as a prereq would make a world of difference.
What about having Channel Sacred Energy as a power that you choose which alignment axis it affects? When you acquire the power, you choose whether it will affect evil creatures or chaotic creatures? Both fit the Paladin "flavor" and provide a little uniqueness from one character to another. !!! Just had a thought. What about having this choice affect a Paladin's Smite as well? You choose at 1st level whether your Paladin is a crusader of law and order or one of good and righteousness--that choice affects all other Paladin abilities accordingly. What do you think?
To save on space I'll just use numbers to reference your proposed changes and my thoughts on them... #1: I think that's a perfectly fine idea. Stays true to the theme of the Paladin without being overly intrusive; and that little extra might help him shine a little more against that BBEG. #2: I don't know how I feel about Smite Evil being a targeted effect similar to the Knight's Challenge in 3.5... I'd be more comfortable with it affecting all of the Paladin's attacks for a single round. I'd also be behind causing an effect (scale-able DC to negate perhaps) to keep Smite effective at higher levels. #3: I would agree with making Lay on Hands = 2xPaladin level. This scales much better than as currently written in the beta. I think using CHA x Paladin level becomes overkill, however, since for most Paladins that I've seen Charisma is the highest ability they have. Thus at 10th level a paladin with a 22 Charisma can LoH for 60 hp a shot. Given the number of times a day that Paladins can use LoH now, that's a bit crazy. #4: As thematic as this idea is, I don't think it's really necessary. #5: On the one hand I agree with this idea. On the other hand, I find the weapon and armor training as some cool concepts that should be unique to the Fighter class. #6: My vote is for caster equal to Paladin level-3. Paladin's don't have access to spells before then, so why give them a full caster level? I am in favor of making them spontaneous casters though. Even if you introduce a "Spells Known" table for the Paladin, spontaneous casting makes a world of difference when you only get a couple spells a day. #7: I think the number of Smites per day is fine as is as long as the attempt isn't wasted if you miss. #8: I don't agree with this for the same reason as #5. While it would be a cool ability, if you do this you take some of the pizazz out of the Paladin. Maybe make this ability a mid- or upper-level Divine feat? #9: I haven't seen Divine Grace as a level-dipping issue. If the consensus is that it is a problem, maybe just change the level at which the Paladin acquires it? I don't like the idea of scaling this power. #10: I don't see a problem with the Paladin's turning ability. I've always seen a Paladin as more likely to smash the skeleton than to turn it. That's more of a Cleric thing anyways. #11: I can understand the skill point frustration, but I don't think it's something that needs to be fixed. Prior to 3e, you had to be human to be a Paladin--now that would give you those extra 2 skill points (+1 for human and +1 for favored class). I think that if you condense the ability demand a bit (perhaps by making a Paladin's spells work off of Charisma, as was already suggested) this wouldn't be as much of a problem. But even then, isn't part of the class that the Paladin needs to be kind of a "Superman" in that he needs lots of high stats? Good STR, CON, and CHA... you really only need a DEX of 12 or 14 ('cause we know you're wearing plate) and you only need a WIS of 14 to cast the highest level Paladin spells. So again, while I understand your pain at the ability score demands of the class, I think that's part of the flavor of it.
Skeld wrote:
You remember of course that both clerics and druids still need prep time in the morning to memorize spells in the first place, just like a wizard, right? If that prepartation time is interrupted or the environment is particularly noisy or otherwise difficult to prepare spells in... well you get the picture. Also, don't forget that battling negative energy and healing is the cleric's specialty just as area of effect damage at range is a wizard's. Skeld wrote:
If you look at something mechanically similar, you by means change on the of the fundamental parts of the cleric class--you severly limit their spell list (this would also filter down to the Paladin and the Ranger since they function in a similar fashion to the Cleric). Part of the Cleric's strength is that she has access to a large pool of spells up front; but she is still limited by only being able to prepare a few each day.
I'm all behind your first 5 points. I think they all address a number of issues with Smite and make it much more (1)logical and (2)effective in fulfilling his role. However, I don't agree with your last two points. It seems like a bit much. I would say that instead of having Smite last a number of rounds equal to the CHA modifer, change the text to something akin to the following: "Smite Evil lasts for one round plus one round per every five levels of Paladin. If you succeed on a Smite Evil attempt, the effect ends at the end of the round." This way the longevity scales a little bit (which may or may not be needed), but you don't lose the attempt due to a bad roll.
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