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![]() ElementalofCuteness wrote:
I find it funny to see this because when I brought this topic up in a different thread, I was told repeatedly that Weakness All does in fact apply to every damage type in an single attack since each they are supposedly all separate instances of damage and Foundry does it that way. But yes, I would like to see clarification on this rule because the specific clause for Resist All is written as if it's an exception while Weakness All doesn't have it at all. So either the clause is redundant or Weakness All functions differently than Resist All. ![]()
![]() Porridge wrote:
This was one thing I struggled with while trying to make mythic encounters in 2e. Mythic characters and monsters are supposed to be stronger than non-mythic ones, but the rules don't tell you exactly how much stronger they make you, so you're just sort of expected to trial and error until you get it right, which is a disappointment after how reliably accurate the system's encounter balance has been up until this point. Frankly, I feel like it would've been easier just to make mythic give you levels. That way we can properly raise enemy levels to match their power. But right now we're in this weird halfway point where mythic supposedly doesn't give you more power than a level, but still increases PC power to the point where encounter balancing stops being fully reliable. ![]()
![]() Add alchemists to the list of classes that mythic shafts, since no mythic strike abilities allow you to use quick bomber. Frankly, pretty much every class that deviates from the standard martial/caster paradigm doesn't have a good time with mythic. Runesmith will also have this problem when it comes out. ![]()
![]() Tridus wrote:
Indeed. In all the groups I've been in, the resistance to all clause has always tripped us up because it's written as if it's an exception, and in either reading of resistance/weakness rules it seems to contradict what the rest of the rules are telling us. If an instance of damage is per strike or effect, then as you said, resistance to all and individual resistances function differently even if they are being struck by the same several damage types. And if an instance of damage is per type per attack/effect, then the resistance to all clause is redundant and stands strangely with the rest of the rules because it seems to be written as a special case. Ultimately, either ruling works for me. Though the groups I've been in have usually seen any given attack/effect as an instance of damage, rather than all the individual damage types inside it. It makes playing outside of automated systems so much easier especially when martials start getting their rainbow elemental weapons at high level. That does bring us back to the Prophesized Monarch. If weakness to all damage truly does affect all damage types then martials can easily see upwards of 80 extra damage per attack, which seems like an extreme amount. Maybe that's what the destiny needs since I'd pegged it as really weak beforehand, but that number seems excessive, especially when compared to every other option in the game, mythics abilities included. I don't think having a single ability with an effect this outsized is a particularly healthy option when nothing else compares to the damage boost it provides. Tridus wrote:
It's a shame. I can think of multiple rules that could use a round of clarification, but I doubt any of them are happening anytime soon. ![]()
![]() Tridus wrote:
It's strange because according to RAW the resistance rules also state that multiple resistances don't apply to the same instance of damage except in the case of resistance to all damage but weakness doesn't have that specific allowance. As far as my experience goes, Foundry doesn't follow that first rule and applies multiple resistances even if a creature doesn't have resistance to all so I'm uncertain if they can be counted as a perfect rules source here. I suppose if an attack that deals multiple types of damage are all counted as separate instances of that damage, then weakness to all damage would work like that, but then it seems weird that they would specifically need to give an example to allow resistance to all damage to function as it does. ![]()
![]() I'm surprised Prophesized Monarch performed as well as it did. It seemed very weak to me when I read through it. Did you apply the weakness from Decree of Execution to every damage type the party did on an attack? If so, I can see how your party melted Treerazer. Thats an insane amount of damage, though weakness isn't supposed to work like that. Were there any other abilities from it that were noteworthy? ![]()
![]() It'll depend on how they implement it. If its like pf1e where certain amounts of mythic tiers grant equivalent power to a level, it should be fine. Its basically just standardization of the different ways they used to make enemies past CR 25, and would be a good way to represent how power is attained past that level. It'd certainly be better than pf1e where you had creatures of CR 26+ with no mythic powers, level 25 and below creatures that had mythic powers that made them equivalent to a CR 26-30 creature, and CR 26+ creatures with mythic powers that apparently had no effect on CR. Of course if they make it so the only difference between a level 25 mythic and non-mythic enemy is a few resource based ablilities and a passive that says "non-mythic things cant kill me ever lul," then yes, it'd be a disappointment. ![]()
![]() Volley 60 is borderline unusable. For most ancestries it requires 3 (!!) move actions simply to move out of penalty range. They should've gone in a different direction for changes since we already had a d10 single shot simple weapon in the Crossbolter, which only has 20 feet less range in exchange for not having the ruinous Volley 60. They may as well have deleted the Seeker Rifle with this change. ![]()
![]() As an amendment of my previous statement, it seems area fire/auto-fire does compare favorably to cantrip damage when taking into account weapon specialization and upgrades that increase damage like flaming or frost modules. Still, being comparable to cantrip damage on a character with 0 spellcasting capability is not that impressive. I still wouldn't use area/automatic weapons on any class without the Soldier's Primary Target feature. ![]()
![]() You have to look at things in context. Area fire does significantly less damage than even cantrips and can only target Reflex saves. Frankly I would never even consider using any area fire/automatic weapons if I wasn't playing a Soldier. It needs the bonus to DCs to be competitive, and likely still isn't unless you also have the Soldier's Primary Target ability. I remember the musings the devs had during the Field Tests where they concerned about giving the Soldier legendary armor, and primary target didn't give a free attack on top of area fire, and to me that version of the Soldier was one of the weakest classes I'd ever seen. I'm glad the Starfinder devs are not afraid of giving their classes legendary proficiencies in things. ![]()
![]() I don't think there's anything wrong with the Guardian getting delayed weapon proficiencies in principle. It's just right now they sacrifice their offense to not even be tankier than the Champion. Even during the four total levels that a Guardian's armor proficiency is higher than a Champion's I still doubt they're tankier due to the lack of innate self-healing in their kit. ![]()
![]() I don't think Taunt necessarily needs to make an ally tankier than the Guardian's in order to be worthwhile. It's not like AC is the only lever you can pull here. Like if Furious Vengeance was implemented well it could force a taunted enemy into two unfavorable situations: 1. Attack the Guardian, the guy with the highest AC.
Of course, the Guardian's unnecessarily poor offense makes the punishment for ignoring them far too low, but I think the idea there is solid. You just need to tweak the numbers until it works. ![]()
![]() I tend to find discussions that certain classes are "unnecessary" and should be a subclass of another to be a slippery slope because you can make that argument with a lot of other classes, depending on how arbitrary the criteria is. At the very extreme end you could theoretically argue the whole class list down to the classic four, with every other class being represented as subclasses, archetypes, or floating lists of feats. In which case why not go even further and reduce the class list down to just martial and caster, with everything else being a subcategory of those? And at that point, why not just go classless altogether and let people choose what they want for ultimate freedom? Obviously that's not what I want, but that's what people saying certain classes shouldn't exist sound like to me. Like Guardian right now is clearly undertuned and needs improvement in both numbers and usability, but I think it's a worthy addition to the roster, if nothing else than to have a tank without the thematic baggage champions and monks have. And also to have another defender past the two that were released at the very start of PF2e. We already have a lot of damage dealer martials, many of which have overlap with each other. So why not another tank? ![]()
![]() If taunting an enemy for a simple stat debuff makes you fume, then so should demoralizing an enemy or affecting them with bon mot, and those are actions anyone can make. It's not like taunt is a mind control. An enemy can straight up ignore it and target someone else, just with a minor penalty because the big guy in armor yelling expletives at them is distracting af. ![]()
![]() I ran my players through a good portion of book 4. They tore it apart. The PCs were not mythic. Only when I buffed and altered encounters did they become challenging. Encounters in Wrath are low CR for the amount of power you're expected to have if you're mythic. With the exception of three specific encounters in book 6 (Korramzadeh, Areelu, and Deskari), I doubt you'll have much trouble at all getting through the campaign. If your players are good at optimizing, which they seem to be, they might even find those three encounters mentioned to be a fun challenge. ![]()
![]() I agree completely with this assessment, especially on Rangers, who allow a new player to explore the game from multiple angles. However, I would steer new players away from TWF, especially for the Ranger. Not only is it a suboptimal way to fight, but it also forces a certain feat path and makes players use different bonuses for different types of attacks, which can be overwhelming for a new player in an already numbers-heavy game. I remember the first time we introduced one of my friends into the game, and she excitedly rolled up a Ranger, only to be discouraged because she kept forgetting what bonuses she needed to add and when. She had trouble with when she could make two attacks, when she could make one, when she needed to apply the TWF penalties, which weapon she declared as her main hand and her off-hand. I remember seeing her change from enthusiasm to discouragement and lack of engagement because she felt her turns were overly complicated when they had no reason to be. Later on in the campaign she lost her two weapons and picked up a greatsword, and decided never to TWF again. After we stopped playing that campaign she still refuses to go back to playing Rangers because of the needless penalties and complications of TWF. ![]()
![]() CampinCarl9127 wrote:
A level of 20th level characters, non-mythic can kill Cthulhu, easily. Though it obviously depends on optimization levels of the party. Cthulhu really is not that hard. Add in a single mythic tier, and well, Cthulhu can die in the first round. Mythic is absurd. ![]()
![]() Isonaroc wrote: I like the idea of hemming in wizards to fit a specific idiom (frost mage, fire mage, summoner, necromancer, etc.), but finding a way to do it without simply making certain wizard builds T1 and others T2 or T3 would be difficult. Many classes already split what the wizard can accomplish into specific themes, kind of like the kineticist being basically any elemental mage, and the summoner. The problem is that the wizard is all of these at once. They can have several specialties and switch them every day, while also occupying the top end of power. Spontaneous spellcasters are better, since they're locked down in what spells they can take and don't increase in power for every rulebook released, but even they are getting increasing amounts of ways to add new spells. They are better in terms of appropriate power compared to prepared spellcasters, though still too strong. But basically yes I agree with this statement. Each of the schools of magic can easily occupy an entire class. If nothing else, prepared spellcasters should have to choose their specialization and have to focus on them, to avoid them being not only capable of everything, but best at everything. ![]()
![]() That's also because 3/4 BAB 6th level spell classes are more easily able to be made unique, with class abilities that allow them to do things no other class can, without making them overly strong. 9th level spellcasters lack class abilities because so much of their power is located in their spell lists, so adding more abilities will give them more power than they should. Considering the fact that even without many class abilities, they still dominate the high end of the power spectrum indicates that their spell list alone gives them so much power that adding more in class abilities is too much. Full BAB martials without spells tend to be unable to do much more than full attack without spells, and abilities that give them more options just tend to be spell-like in nature, which means that they might as well get spells in order to gain variety. Not to mention that since the CRB, classes focus on more specific and narrow niches in gameplay and theme, which favors 3/4 BAB 6th spell levels. ![]()
![]() graystone wrote: A lot of people use RAW because it's the easiest method of playing. Each house-rule added also adds to the complexity of running and playing the game. To some, they'd rather use their limited time playing the game and not 'fixing' it with home rules. You get a stack of your own rules going and you can spend a gaming day explaining them all to a new player. RAW isn't just for PFS, but the common ground that allows everyone to play. I find myself agreeing with this. In my home games we tend to follow RAW, especially in Pathfinder since not even my players, who have played for years, can remember every single rule. A lot of the times we even brainfart on some of the most basic rules. Adding on a home rule adjustment to a class, ability or item would be another layer of, "What does this do? Oh yeah, here's what it does. Oh yeah, we adjusted it to this. Let me find that piece of paper/note/something else where I recorded what we changed it to." If a rule is problematic or unclear, we just disallow it before continuing. With erratas, I'm glad I can allow some of the options that were unclear before. ![]()
![]() Personally, the deformity's origin looks perfect for the Sorcerer, who gains strange abilities from some sort of heritage or influence on their ancestry. Even bloodrager could work, if you see the demonic influence granting her abilities and strength that she can summon. If you don't see this character being a spellcaster, you could always take the Eldritch Heritage line, or variant multiclass into Sorcerer with the right bloodline (Abyssal seems to fit). Her survival skills and living in the wild seems to suggest that Ranger or Slayer could be an appropriate class. I think just sticking with elf as a race would be fine, take a martial-inclined class for weapon skills and Eldritch Heritage or VMC Sorcerer for the demonic influence. ![]()
![]() I enjoy Pathfinder a lot, though at times I have issues with certain parts of the system that I find needlessly complex. I GM most of the time, and some of my players have told me that at times doing character building work feels more like homework than fun, and a lot of the time, I'd agree. Regardless, I enjoy the variety of options the system offers, and I'm experienced enough with the game to be able to quickly sift through the options that are mechanically bad or needlessly complicated. I am also probably in the minority in the fact that I like most of the recent errata. ![]()
![]() thegreenteagamer wrote:
I doubt it. TWF sucks up feats and requires a big investment in dex, which takes away points that can be otherwise allocated into str. The Unchained Barbarian, while slightly less focused on THF, still doesn't have enough to make TWF worth it. Sword and boards seems like a better idea. You do get somewhat more ability to shrug off hits with the temporary hp. ![]()
![]() I would avoid playing Hunters at all if animal companions are banned. Synergizing with it is basically the entire point of the class, after all. The Hunter is pretty powerful as a fighter, but at first glance it seems really weak because it's not obvious. But when you think of the possibilities like Pack Flanking+Outflank+Precise Strike+Broken Winged Gambit+Paired Opportunists while using Snake Focus you can see that the Hunter's fighting power can be pretty impressive. ![]()
![]() Lemmy wrote:
Pretty much this. They still inherit the over reliance on Sneak Attack for combat power that the Rogue does. Before level 10 their options for Sneak Attacking that the Rogue doesn't have really is just burn 1 ki point for 1 Sneak Attack. At high levels they run into the trouble of every creature and their mothers having some way past invisibility. ![]()
![]() Dosgamer wrote:
I haven't actually built classes for it but after looking at the final encounter of this AP I'm certain its possible to build a level 20, non-mythic 4-man party with appropriate WPL that could defeat it. You'd need to avoid the weaker classes since they'd be deadweight and you'd also need some good teamwork but it's definitely doable. Add in two more characters and make them all 25-point buy would make it much easier. If you allow it, allowing them to cast Ascension for a tier of mythic also would make the fights easier if they're struggling. ![]()
![]() Having an out of character chat with your players could be helpful. If you suspect that they are being influenced by faster paced games, let them know that the game they are playing is different, and that their characters represent living, breathing people in the adventure world. Mention to them that their characters would likely consider their inexperience with the cold and should consider looking for help, at least until they adapt to such conditions. Just be sure not to come off as too confrontational. If they don't heed your advice then, let them learn by experience. ![]()
![]() The only classes I'd consider doing TWF with is the Ranger and Slayer, who can bypass the dex requirements for the TWF feats and get bonus feats. You can pull off some pretty good damage with classes that add extra damage per hit, like a smiting Paladin or something with Sneak Attack, but good luck pulling off a good build without bonus feats and needing to split your ability scores to reach the high dex requirements for some of the later TWF feats. I would avoid Bloodragers and Barbarians for TWFing. Their rage synergizes better with two handed weapons, and they don't have bonus feats to help dampen the feat heavy TWF chain. ![]()
![]() As much as I would love doing that, I'm also hesitant on just trying outright to avoid character deaths. My players always know it when I'm pulling my punches, even when I'm not rolling in the open, and they've said that, while they hate dying, they also hate it when I'm just blatantly trying to avoid killing them. It takes away from the drama and tension in the game when they know that I just won't kill them. I may try Hero Points one day, but some don't like it, and most of them will likely forget about it anyways, so I doubt that would actually change anything in my group. ![]()
![]() I had a pretty funny moment in Reign of Winter at the end of book one. After clearing out pretty much the entire tower, my players readied themselves for the final confrontation with Radosek, who they had gathered a fair bit of dislike on the journey to him. When they got to the top floor of the Pale Tower, they were assailed with multitudes of ice elementals and Radosek blasting spells with his Icicle Wand. After fighting through it, eventually Radosek sealed himself with walls of ice behind a corner of the room and continued to throw Ice Spears from behind it. Without an easy way to get through, the gunslinger of the group (and the sole remaining member so far with the Black Rider's mark), decided to look around to see if he could find anything to help in the fight. He wandered to Nazhena's treasure room and was threatened, but he went, "Eh, I'll deal with her when she comes to fulfill that threat," and then just walked into the room. Nevertheless he was shortly -6 to his Con, which dropped his hp to exactly negative his Con score, killing him. Oops. We decided to raise him as a ghost bound to the Black Rider's quest and to give everyone else a story reason to continue, since he had not shared his quest with any of the other characters. Meanwhile, Radosek had escaped out a window to play his last trump card. My party, joined by the ghost of our gunslinger, went to the courtyard to confront Radosek and his animated dragon. After a harrowing fight with the entire party low on resources, Radosek emerged victorious, having slain my entire party. Then, triumphant, Radosek limped away from the courtyard of the Pale Tower at 3 hp, with all of his items used up and his useful spells cast, returned to the top floor, and then was promptly punched out by Nadya, who the party had left up there. Most of my players commented that, at that moment, Nadya basically got the entire dungeon's worth of loot plus all of the possessions of the AP's BBEG as well as all of the belongings of all my player's characters. Talk about a good turnout for her. ![]()
![]() My party has been struggling through Reign of Winter for the most part as well. It's the campaign that has caused the biggest amount of character deaths that I've run so far. Quite a few people are on their third characters already, and we've only finished the first book. The environment caused them a lot of problems at the beginning. They got the hint before trekking out of Heldren to get cold-weather gear, but even then the multitudes of saving throws eventually caused them to take a fair chunk of damage. I didn't get any character deaths from this, but it certainly softened them up enough to make fights tougher. I also had trouble keeping the players focused on the quest itself. After finding themselves in deep winter most of them immediately thought something along the lines of, "Oh crap we're in way over our heads. We should get out ASAP." I had to have the winter spread to cover Heldren before they decided they should go back into the forest. I also had the trouble of characters who had the Black Rider's mark dying. All of them died, and after chatting with the group we decided to have the last remaining member with the mark to be risen as a ghost to continue the quest. But I know the amount of character deaths have discouraged some of them, especially one who joined when they were about to storm of the Pale Tower. He had a detailed backstory tying into The Shackled Hut, but then died in the final battle against Radosek. With his next character he just kind of gave up making any sort of backstory and is just going along with it just for the sake of it. ![]()
![]() Flawed wrote:
The main concern is that if you put that same amount of effort into another class, you always get better results. And whatever class you use to compare to this Fighter can still fight just as well. I'm sure anyone can make any class work at least viably if they tried hard enough. But if the result is still worse in comparison to a similar class, what is the point? ![]()
![]() Wasted wrote: This is not a thread to point out the overall flaws of the Fighter. We already know what they are. It is about suggestions on how to improve the out-of-combat (or argue that no such changes are needed). I don't understand. This contradicts your statement: Wasted wrote:
First you say that this is for suggestions of out-of-combat improvement. But before you questioned why they needed to be in the first place. What is your point? ![]()
![]() Wasted wrote:
If the Fighter is supposed to be a master of arms, but doesn't feel like it, then by default there is a serious problem with the class itself. Wasted wrote:
I have a feeling this wasn't directed to me, but I'll respond in case it was. I personally am neutral on the Fighter's capability outside of combat. You'll note that I did not make any suggestions for how to improve the Fighter, both in and out of combat. I merely commented on what I saw was a flaw of the Fighter's thematic concept. If you were to ask me what to do with the Fighter, I'd say a complete rework of the class might be necessary. But at the same time, I also think that one could even do away with the Fighter altogether, but I can imagine that suggestion would result in some heated discussions. ![]()
![]() Wasted wrote:
The thing is, it doesn't feel like the Fighter is a master of arms. For one to be a master of arms, I'd expect them to be able to overcome limitations and perform feats with their chosen weapon that no one else can do. The Fighter does not get this, since all they do is simply increase damage with one weapon. This is not special, since any class that fights has a way to increase their damage. For example, I could say the Zen Archer is what I expect a master of bows to be. They can, using the bow, perform actions like shoot around corners or negating an enemy's invisibility through their training with their weapon. I'm sure someone can come up with even better examples of a character that has mastered a weapon, since the Zen Archer still isn't even that great of an example. ![]()
![]() boring7 wrote:
It probably wouldn't change anything unfortunately. The Monk is full BAB in many situations that matter. Pretty much if they have troubles without full BAB, they'd still have troubles with full BAB. But honestly they should, by all means, have full BAB. There isn't much reason why they shouldn't be. They're not casters, and their main role is to fight. It'd be nice to just have the consistency. ![]()
![]() Saigo Takamori wrote:
In practice the extra feats that the Fighter has are not as numerous as expected. They are forced to go down the Weapon Focus, Weapon Specialization line. Without these feats, the Fighter loses out to rival martials in terms damage. Since damage is all the Fighter excels at, it should be clear why this is to be avoided. Saigo Takamori wrote: That's why I said ''chances''. Sure, if he want to do whirlwind attack, he will not get those feat. But a classic two handed weapon fighter will probably get 3 ''support feat'' at level 6 (and I'm pretty sure an fighter archer will do better than the swatch in DPR...) I haven't run numbers to compare. But the Swashbuckler still can add their Precise Strike damage to ranged attacks, so their ranged DPR should be no slouch if they pack a few javelins or something. ![]()
![]() wraithstrike wrote:
Ah, i neglected Precise Shot because I assumed that if one guy could hit an enemy in melee, so could you. In terms of attack bonuses, the Barbarian can get some really nice ones using Reckless Abandon. The downside of it that ability is negligible since you're attacking from range. I also figured that the Barbarian can afford one or two archery feats if they were so inclined; unlike the Fighter, the Barbarian has few feats that must be taken, so they're pretty free in terms of what feats they wish to take, despite their small feat pool. My main concern about Fighters is that a fair portion of their damage comes from feats that specifically affect a single weapon. Switching out of that weapon to a secondary weapon will cause a hit in power more than what other classes would be affected by. Though to be honest, if you want to switch hit, Rangers are better than either class anyways. Saigo Takamori wrote: Feat. It's really easy for a fighter to get some ''save boosting feat'' early. And what, exactly, is preventing a Swashbuckler from doing the same? What pressing options is the Swashbuckler forced to take that prevents them from taking such feats? Also, note that I said class-unique options. There are no feats, to my knowledge, that are Fighter only that boost saves. |