Michael Ahlf's page

12 posts. No reviews. No lists. No wishlists.


RSS


Fischkopp wrote:
As a DM I don't like to limit the choices of a player only because someone COULD abuse them.

As a designer trying to come up with something that will be used somewhat uniformly (god forbid they put the current mess into something called Living Pathfinder), you're better off adding in fixes and making a better-designed system that is less abusable from the get-go.


Fischkopp wrote:
I don't think there is a 4 base class combo that is much more powerful than a 4th level single class. The only thing that's a bit strange is the good saving throw accumulation (With good reflex saves by 4th level you could have +8 as a base...Maybe just handle it like skills, when you have a good saving throw it stays good and is determined from character level instead from addition of class levels.)

Try Fighter1/Barbarian1/Sorceror1/Rogue1. Buy enough CHA to use low-level spells.

+1d6 from sneak attack whenever flanking.
+1d6 and crit chance doubled if you learn the "Critical Strike" swift spell.
+Rage
+10ft movement

+Stacked up save bonuses (actually, the idea of base classes giving a +2 instead of +1 on their first level is a top-loading of classes in itself that should be altered).

You want to get a melee character into a strength-based caster prc? there's your in. Stick Dragon Disciple on the end of that instead of on a straight-class Bard or Sorceror and watch the fun.


Keryth wrote:

There's an easier solution. Put a limit on prestige classes one character can take, say one per character, and enforce the XP penalty for difference in levels beyond 2 for anything beyond 2 classes (meaning favored class +1 is fine but beyond that is a penalty unless they are each one level apart - ex F3/M2/CL1 is fine and no penalty but F5/MU4/CL1 evokes a penalty to XP until the CLeric level is brought up to at least lvl 3)

Frankly, I'd like to see a penalty for a third base class no matter WHAT the level disparity. If you have three base classes, you're munckining.

As for "limit on prestige classes" - I prefer to assess a penalty to discourage things, rather than hard limiting. Otherwise you can run into some odd things, like what happens if someone's "one allowed" P-class is only 3 or 5 levels long.

Encourage people to finish their P-class before entering another, but don't say "ok that's your one P-class done, base classes only buddy."

After all, an Archmage almost by definition should also be a member of an Arcane Order, or an Invisible Blade has great reasons to be an Assassin, or a Combat Medic a Radiant Servant.


Sir Hexen Ineptus wrote:

I have discussed power attack on my own thread already, and things are already bad enough. Have you ready the new vision yet? Melee types that are not barbarians already have about a cap of about 11 bonus damage no matter what they do other than getting a level adjust.

In my opinion, they have been knee caped too much as is, and this 1:1 is just ludicrous.

Sorry Mr. Minmax, but allowing 2:1 was the worst change made to the original 3.0 Power Attack feat.

Consider the following even by your own example:

- I Power Attack for 11 points (still having lots of BAB/Strength/Magic/etc to work with, or using some other method of cheesing up to-hit bonus).

- I then double that power attack which goes to 22 points.

- I then cheese out ways to get a "doubling" effect on the damage or stack up ridiculous number of "full-BAB" (or nearly so) attacks.

This was a major problem in 3.5 and it's one of the things that just can't go on. Cap it at 5, and if you want more, PAY for it by buying properly balanced feats rather than one cheesy broken uberfeat.


Krome wrote:

In all honesty of all things to limit I just don't see why limit stat enhancements to certain locations.

Ok +4 STR to a headband seems odd, but really now, it's magic, like that belt is REALLY gonna make you stronger.

I houserule, and will houserule, that stat enhancements can go wherever. I also don't want to limit the stackability of them. So the +4 STR headband stacks with the +2 STR Codpiece (belt slot), along with the +2 STR Boots of Speed for a pretty +8 STR.

If I don't want them to have items that stack I just don't give them an item with the stat enhancement on it. The GM is in control of what they get to begin with so I just don't see why the additional limits.

The problem of stackability winds up hurting in an organized campaign, however. Plus, giving out too many stacking bonuses can be a big hurt to game balance.


Daidai wrote:

to intimidate someone - that is, making someone doing something for you- isn´t the same than just being able to bully someone around by your muscles.

A wild bull won´t intimidate, but terrify you.

Except that the "demoralize opponent" is not "making someone do something for you", but is instead giving a penalty to their actions in combat by scaring them.

Direct from page 60:
You can use this skill to frighten your opponents...

That looks a lot to me like your "a wild bull will terrify you", which you admit is a STR thing - a raging half-orc barbarian ought to indeed be frightening.


A lot of the problem in the 3.0/3.5 system was the ease in which people could "munchkin" together a character to broken levels. With the new "pick one of two" favored classes racial wording in Pathfinder, this gets even easier.

So here's my suggestion:

Multiclassing should be a cumulative 10% penalty to XP for each "infraction."

Infractions:
- Having more than two base classes (the old rule was that this only applied if a base class was 2 levels higher than another level and it wasn't your favored class: thus a half-orc Ftr2/Bbn1/Sor1/Rog1 was still legit). Infraction for each extra base class beyond 2, period.

- Having a base class 2 levels higher than another class, and one of the classes not your favored class. Dwarven Paladin4/Rogue2 = Infraction! Purpose: prevent "dipping" for abilities.

- Having multiple unfinished (read: not fully leveled) Prestige Classes. Infraction for every P-class beyond the first. (Rogue5/Invisible Blade5/Assassin1 ok: Rogue5/Invisible Blade4/Assassin1, not ok).

Purpose: prevent the Fighter2/Cleric3/Pious Templar4/Holy Liberator2/Divine Crusader1/etc/etc/etc - that's "dipping for abilities" again.


Linguistics (Page 60):

I do not agree with rolling in the "speak language" skill - consider the case of a Rogue with 16 intelligence and full ranks in Linguistics of, say, 10th level. He now speaks 17 of the world's languages, and this makes the point of the "decipher script" portion of the skill less and less useful.

Others have commented on the effect of skill consolidation leaving Rogues with a plethora of skill points; I think splitting these two out would help greatly.


Feel this needs to be brought up:

Intimidate (page 60):
I suggest that the "demoralize opponent" function be usable with STR instead of CHA.

Purpose: ensure that the average gnome farmer is not more intimidating in a fight than a raging half-orc barbarian.


Chris Brown 66 wrote:

What is with the flat DCs on Diplomacy. I mean, now they add some modifiers to them, but they are still flat.

Check out Rich Berlew's Diplomacy overhaul. That's what is needed, with permission, of course.

http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html

How about this wording?

Diplomacy (Page 56):

Diplomacy is an opposed check: characters use 1/2 character level (or CR when applicable) + CHA bonus on this check, or 1d20 plus their skill modifier, whichever is higher.

Diplomacy allows the following effects/maneuvers:
(a) Stop Combat - (-10 penalty to use as a full-round rushed action): successfully beating the enemy on this skill allows the speaker to temporarily convince both sides of a combat to stand down, allowing use of Improve Demeanor to calm tensions further. Enemies in rage get +5 on this check for heightened fighting emotion. Retry: at -5 for each successive attempt.
(b) Improve Demeanor - A success on this check moves the target's demeanor one step up. For every 5 points beyond success, improve the target's demeanor one more step. Retry: -10 cumulative for each attempt. Use this for talking people into doing things for the PC's (if they can achieve "helpful"), and apply circumstance bonuses (GM's discretion) for bribery and good roleplaying. Possibly offer a +2 circumstance or synergy bonus if PC's have 5 ranks in the applicable Knowledge:Local skill.
(c) Haggle - Use to increase reward for a mission, improve prices on selling/buying goods, or other monetary transactions. Roll opposed check, adjust monetary amount by 1% for each point of success in either direction (Examples: PC wins by 12 points, reduce price on new suit of armor by 12%; PC loses by 6 points to canny merchant or used wagon salesman, raise prices 6%). Apply circumstance bonus (+/-2 per level?) for each attitude above or below "neutral."


Got a few quibbles with these.

Also a side note to the devs: there a lot of feats that say they apply "until your next turn" but don't say what type of action (free? move? immediate? swift?) they take to invoke. See Dodge for one example.

Anyhow:

#1 - Power Attack / Deadly Aim / Combat Expertise (Page 66-67), aka "The feats that give too much."

(A) Power attack should be 1-for-1, not 2-for-1 for 2-handed weapons. 2-for-1 is too easy to exploit with weapons/feats that then "double" damage further.
(B) Both of these feats should only go to 5 points, as should Combat Expertise. If players wish to Power Attack/Deadly Aim/Combat Expertise for more than 5 points, institute "Improved", "Greater", and "Master" versions of each with the previous tier as prerequisites to allow them to go further. Each tier to improve it by +5, to a max of +20 possible if a creature/player has all 4 feats.

Goal of tweak: limit overpowered nature of these feats and slow down somewhat the "arms race" of "I do 1d8+400 damage then double it with Feat X" builds. Especially limit oversized monsters that gain ridiculous strength bonuses from size increases due to hit dice advancement.

#2 - Combat Expertise (Page 66)

This feat should apply when declaring the "full defense" option as well. Otherwise, you have players declaring they are Fighting Defensively and striking the floor, the nearest rock, a nearby chair, etc... to get into fighting stance.


Sorry if this is in the wrong place but I couldn't find a spot for "magic item" discussion:

Regarding Stat bump items (Page 140-141):

You've got all physical stats on belt, all mental on headband. While I agree the old "wisdom/constitution neck slot collision" effect was a problem, the idea of sticking three stats on an item seems overkill. Plus, the current setup still causes problems for classes (like monk and ranger) that have more "prime" stats to feed than other classes (fighter, cleric, etc).

For example: it's now quite easy for a Cleric to grab a belt for Constitution and Wisdom (at easy base prices for each), while the poor Monk is trying to feed all three physical stats plus his Wisdom as well, at the exaggerated prices of the 3-stat physical belt.

Suggestion for alternate: allow for any torso-based slot item (head, neck, belt, vest only) to be imbued with a given single stat bump from +2 to +6 on base price. This allows people to find/buy/craft appropriate bumps (up to 4 of their 6 stats if they are willing to forgo other items from those slots) without collision, while hopefully preventing (as possible should someone run a "monty haul" pathfinder setup) people somehow getting +6 to all six stats in only two slots.

Yes, the classes requiring 3-4 "prime" stats are still penalized compared to the 2-"prime" classes, but at least they would have a little easier time of it.