I would've thought it more an issue of scope shift and scalability for both players and DM. Specifically, that at higher levels, the direction of the characters should shift from dungeon delving and fighting small bands of baddies in dungeons to fighting entire tribes/small armies of baddies scouring the countryside to fighting entire armies of evil nations with vile generals/warlords and such.
Jason Nelson wrote: I guess I don't really see how the wizard getting their bonus feats at 5th, 9th, 13th, and 17th is that horrifically unbalancing vs. them getting them at 5th, 10th, 15th, and 20th. I was under the impression that the suggestion was additional feats at staggered dead levels instead of just shifting their feats to earlier levels. My apologies, I misread what was said. I guess, I can't say anything wrong about that suggestion.
I'm against it. Frequent feat progression would really be unbalancing in terms of wizards being able to equip parties faster with magical gear. (Caveat: unless they're the bonus feats focus on specific meta magic feats such as quicken, silent, eschew materials, empower, etc.) I think what would be better for a wizard in those dead levels might be a knowledge ability to reflect the amounts of lore wizards should have. Maybe something like the Bard's ability with getting an extra skill point to commit to knowledge skills or something like that.
Epic Meepo wrote:
that's it exactly.
Abraham spalding wrote: I'm confused, the benefits of taking sorcerer levels only apply when taking sorcerer levels, if you say prestige out of sorcerer you don't get the class features (you may or may not continue getting spell casting). that's not the impression I got. the way Bloodline is written they get those effects regardless. the only real limitation is they have to choose one at 1st sorcerer level. Abraham spalding wrote: My wife's character for example, is a 3rd level (aberrant) sorcerer 3rd level rogue, 6th level arcane trickster. Meaning she only gets the bloodline powers of a 3rd level sorcerer, but has the spell casting of a 9th level sorcerer. There seperate things. Abraham spalding wrote: So what are you going at? I guess more clarification on when Bloodline benefits are applicable. As it stands they're more comparable to the Domains and Schools, but those are inherently dependent on the level of their class. Sorcerer bloodlines don't have that inherent connection by the text. Abraham spalding wrote: And again why should we limit others on how they may play? Let them min/max if they want to, it's their game too. myabe i shouldn't have phrased it that way. I just think clarifying that sorcererous bloodlines as inherent to the sorcerer class in the same way that domains and schools are implied for their respective classes is a good thing.
To limit min-maxing through dipping, I suggest that the Bloodline benefits require commitment of the sorcerer to awakening the blood in themselves. Essentially, when it refers to levels and their gains from the bloodline, I suggest it read: "Sorcerer levels". Or if that's not acceptable, indicate that the gains of the Bloodline are not retroactive.
lastknightleft wrote: Cause I prefer there be some class out there with an ability for sword and boarders. except psychologically, it's not going to be that way as it is. the efficient utility (i.e. direct use as written) for the ability will be for the divine weapon. sure a divine mount can be fun--but given the option, most PCs can buy a horse and train it over time. and the extra defense/perk of a shield--not really worth it when I could commit all points to making sure I can take the opposition down with a few blows combined with smite. if you want mount and shield to be better options for characters (beyond stylistically) there need to be designs to showcase effectiveness of those items independent of mystical pushes. as it stands, if you want to see a mount or shield be mystically imbued, I strongly suggest the weapon, shield or mount 2 out of 3 option and just forbid the "dancing" investment into the weapon. However, if shield is still an unfeasible option trade it out for armor.
Abraham spalding wrote:
actually, I wasn't thinking of taking the spells away more so than placing them in a class feature for Clerics and Paladins (which really should have such an ability independent of spell slots). At the same time, it provides a foundation for Bards who's specialty is motivational. Basically, if Divine classes get X unscaled ability based on morale bonuses, than Bard should get something higher than the unscaled ability because of their specialization as the super-support class.
I always wondered why the rogue gets the most skill points in the game when you have the bard who is supposed to be the jack of all trades. I really think the bard's skill point progression should mirror or surpass the rogues. It's not like it'll make the bard more capable of killing something, but it allows him to be a better jack of all trades and is closer to the conceptual bard (having to spend those points in various craft and profession ranks would really go for role-playing assistance. "Don't tell me--you raised pigs too?!")
lastknightleft wrote:
then maybe instead of Shield and weapon or Mount, how about armor, weapon or mount?
Abraham spalding wrote:
oh, I agree that it could take away a bit of the motivational strength of the bard if not handled right (although it has been argued already that spells can do the same thing and might do it better). By making bless a class feature/ability, we can take the spells that don't make sense for mystic morale modifiers and give them to the bard making the class' focus a little bit stronger in that regard. It gives us a benchmark of what to build up if the bard's strengths are truly his motivational abilities.
I don't like the changes to Divine Bond. The 30 day mourning period was a very nice control for the gains. I additionally don't like the emphasis on the investiture/communion of a spirit into bonded mount, weapon or shield. If it's a "spirit" of some sort, it becomes fair game to define and kill in one of several thousand ways (and reminds me too much of the "I summon an avatar of my god to fight by my side" abilities for 4th Edition divines. I'd also much prefer that the Paladin get to choose 2 out of 3 of those options for divine bond and have more access to use them.
Abraham spalding wrote:
this might be an issue to explore--remove the spells granting "morale" bonuses and make them class abilities. That way Cleric, Paladin and Bard have a bit more support role abilities through the emphasis on motivational capabilities and the spell casters are trimmed down a bit so they can't do everything with proper preparation and spells/items.
Abraham spalding wrote: I would really like to see the bonus types from bless, aid, greater heroism, and heroism, and prayer changed to sacred or profane bonuses (with the two types cancelling each other) and morale bonuses being left to the bard. I disagree with Aid being considered anything but a "morale" bonus. the concept behind it is pretty much morale based. The other's I agree with. They can be argued as more mystical in origin more so than saying: "Hey, watch out for his left!" or a bard singing "Eye of the Tiger" to give a teammate a warm-fuzzy boost. If they're relegated as "morale" bonuses, why the heck are they even considered as spells instead of actual abilities for a class? essentially, if Bless, Heroism and Greater Heroism are still spells, they should be magic of some sort.
Abraham spalding wrote: I can see what you are saying Neosamurai, it's just the fact it's there like that irks me, same with the silence spell. *nods* it's very paradigmic. It's like saying all magical items at the back of the book exist and are fair game when you really don't need to populate any world with them for loot, let alone half of them.
Abraham spalding wrote:
that's when I ask what the heck are the PC spellcasters doing in this circumstances to make the cultists worried about the little old bard instead of the big barbarian with cleave, the ranger with his mass range attacks or the fighter wading through he hoarde? Abraham spalding wrote:
I'd question the GM having the evil cleric of a cult of zealots having that particular spell prepared when there are so many more spells that are more effective to control and pacify his people when they're summonning what amounts to a major league demon? instead of any healing spells, cause pain spells or anything that most characters throughout most games for third leveled PCs would typically have? he'd happen to have the spell that would take away most of the abilities of bards and barbarians? As either of those character types might be that regular or frequent enough in comparison to warriors, wizards, clerics, etc.? the cleric should have something prepared for that paladin's aura and smite ability while we're at it. and this still doesn't negate the resource trade-off of the bard to the cleric's spell. all it takes is the bard to stop once, ally or bard to take an attack on the cleric (I believe a 16th level bard can get magic missile or wands or some other nice trick--maybe something to remove opposition somatics), start again, and keep the bonus going. not much of a problem as you make it--takes the thrd level cleric out the fight so the PCs can focus on the bigger creature. a 16th level bard will have 16 uses of his Performance abilities per day to that cleric's 1 use of that spell at third level. it's not a problem--even for higher level opposition. Abraham spalding wrote: Beyond that even if it something that shouldn't happen, it still shouldn't even be a possibility. this particulr issue is more a problem of GM style over any inherent problem with this particular system. I disagree with your assessment on this point.
Abraham spalding wrote:
if that circumstance happen, then you might want to smack the GM for such circumstances as to why the 3rd level cleric is more concerned with canceling out a 16th level bard's inspiration bonus instead of worrying about the bard's allies who really don't need that bonus to kill that character.
Set wrote:
In definite agreement there. It's a special ability that only bards get and shouldn't be inferior to a tactic that everybody can pursue. Set wrote:
Maybe link it to how many ranks a bard gets in perform?
Calm Emotion's effects go away the moment the caster ends the spell/ stops concentration. If the caster wants to tie themselves up for a few rounds with a level 2 spell to negate a bard's morale bonuses, I'd say that's an even trade off. Heck, if I were playing a bard, I'd pause for a couple rounds and start up again to drain the caster of another 2nd level spell and keep the caster busy. It's a great way to tie up the resources of the opposition. Better an enemy wizard does that than decide to cast a damage spell my character's way.
Abraham spalding wrote:
I love that description of your paladin. it reminds me kind of a variation of Andy Griffith from the Andy Griffith show and truly fits my definition of lawful good that I hadn't considered applicable to paladinhood before. I might have to use that for an NPC in my upcoming game. very awesome.
Selgard wrote: A LG stable boy can occasionally steal a coin from a saddle bag without losing his alignment. actually, he can't. "occasionally steal" suggests that first, it's a frequent compromise of ethics to warrant categorization as "regularly" or in "certain circumstances". Stealing tends to be a violation of law/order as it circumvents the established means of obtaining wealth (i.e. performing his job) in order to get something he wants on his own terms (regardless of intent, because convenience plays a big part of "occaisonally stealing"). therefore it is neither a lawful or good action because of the convenience. however, intent behind the theft can dictate more toward the quality of "good". as long as the coin is used to benefit others with little or no gain for him (on a continuum of actions) it could still be a "good" action. it still remains unlawful. it is a neutral action as the person performing the deed respects order (the occasional element), but recognizes that law cannot perform the truest good/evil (hence the stealing). imo, it's a neutral good or true neutral character that would perform such a deed. caveat: a lawful good character could steal, but then would be obligated to turn themselves in or make amends in a way so as not to harm society by his/her actions. barring restitution for committing a crime, the lawful good character would rather sell something they have to get the money to donate, offer, etc.
Vult Wrathblades wrote: That could definitely work too!! I like the idea of getting 2 of the 3. And if you really think about it, the benefits are equipment/creature dependent (in addition to the Code) which is in itself a built in disadvantage. So that addresses any potential balance problems right there. And it fits more with being the Champion of faith as it showers more tangible blessings upon a deity's chosen ones.
Jason Nelson wrote:
I like the idea of the Shield enhancement, but dislike spliting up the bonus. I rather like the idea of giving the paladin access to Shield, Mount or Weapon and having them choose 2 of the 3 options(each at different levels of course). So, I'm for double-dipping as getting a mount or enhanced shield might just give the paladin class the "oomph" it's been needing.
Dryder wrote: But please, stop buffing the fighter more - he's strong enough as a base class already. out of curiosity on your playtest (if you still have the data) which PC was the majority of opposition attacks going to? How well did those PCs fare against the opposition? How did mobility and teamwork play in your PCs combats?
Robert Brambley wrote: I had Bulls Strength cast on me, spend the first round activating my divine sword the first round, the next round casting Divine Favor, and used my smite the third round. What did Tilly do? Took a 5' step. what were the rest of the bads doing when you were bulking up? why weren't they going after the rogue (or your paladin)?
Malkari Durant wrote:
I like that idea a lot. It makes it more important to get rid of shields in a fight and make them more useful.
lastknightleft wrote:
by that logic, everyone and their dog should be attacking your PCs with a pick because of that x4 modifier instead of using spears, axes and swords. you still need the appropriate shield proficiency or you take penalties to attack. you still need strength or you take encumberance penalties. if you're a spellcaster, a shield makes it more likely to fail a spell-check. sure, more people will be wanting to use shields with it negating 1 crit hit, but not at the cost of the penalties compared to a 4 in 20 chance of someone scoring a crit with a improved crit weapon that most opposition does not carry. it won't be as prevalent as you claim. sure a baddie might have it every once in awhile, but the same benefit also applies to a PC.
Biggus wrote:
Hitpoints represents partial defensive actions (turning blows, narrow misses, etc.). A critical hit only exhausts that resource to avoid death by maximizing damage for a strike. A shield is an added defense that currently only modifies AC and can be an awkward weapon. Yet, shield usage establishes a greater capability of turning blows (i.e. through blocking the attack covering a greater surface area) but does not figure into hit points as it should considering the nature of shields. so, three options exist to make the sheild more viable in that discrepancy: * Shields can negate one instance of critical damage.
here's another option (though probably won't be liked too much): * Shields negate critical damage from one attack.
tallforadwarf wrote: Giving one class access to all feats they qualify for, ever, is going to create more problems than it will solve. what about putting the feats that could be traded out into "style/trained" suites (as long as they meet the feat's prereqs) with the limit that this can only be done 1 per day equal to half their level rounded down or something like that (because it is a fairly powerful ability)? They could only trade out feats in the training suite they possess which they can only select 3 times through out the class (maybe at 5, 10 and 15 or whatever). Additionally, I'd suggest giving them additional bonus to performing these feats depending on the suite they choose. For Example (all open to discussion of course): Quick/Finesse Fighter (Preq: Dodge)
Here's an idea to add simplicity to the fighter feat build while providing some inherent features or kick to the class up a bit. Use feat combos to form "style builds" to trigger "fighter technique" mechanical benefits of the Fighter class. Essentially, once the Feat Requisites are met, the Fighter learns the Technique. Some examples follow: The Trained Archer
The Swashbuckling Disarm
The Force of Will
SarNati wrote: But if we wanted to change it up a bit, i'd give the same treatment to Pallys that Barbarians got. Give them a "Holy Point" pool to spend from, letting them spend it on lay on hands, smiting, and auras. Combining all these abilities into a point system would hurt backwards compatibility, but i think would adress alot of the cleric/paladin foot stomping thats going on. I considered that as an option as well. Wasn't sure how effective it would be in comparison.
SarNati wrote: This is something Paizo will have to adress, what they see as the purpose of the class is. But to me, the Paladin has always been a roleplay heavy class. It has the most restrictions and such of any core class an requires a much stricter view of gameplay. It even started out as a prestige class, which i think shows that it was supposed to be roleplay heavy. So on those grounds I think it is perfectly fair for it to have abilities that play to that roleplaying ideal more than the dungeon delving ideal. If you want to dungeon delve, dont take a class that has roleplay aspects (the special mount comes to mind as well here). Pick something more suited to dungeon delving. First, I agree with you that the Paladin is a role-play heavy class. The problem then becomes: does a Paladin encourage the type of play that it's designed for? I'd argue it doesn't. Druids can pull off the Holy Fighter-Priest thing better than Paladins. Clerics do Priest-healer better and can beef up fighting capability with spells. As a holy warrior,imo, the Paladin suffers from lack of complimentary abilities. The Aura of Good doesn't assist in courtly situations and barely offers benefits in a fight. Their fighting ability is less than inspirational or legendary and subpar for smiting the evils they're said to smite. players playing paladins should want to throw their character at unabashed evil partially because its the right thing to do, but also because they can do something about it. or if not in a fight, the Paladin character should be able to let his piety speak for him in some fashion. essentially the player should have an incentive to play those aspects up instead of leaving it just to role-play motivation imo.
Shisumo wrote: It wouldn't top a similarly focused barbarian in a rage, which is what the better comparison is here, since it's a limited-use effect. Even if it did slightly, though, the fact that it is only useful against evil opponents - and there are a lot of non-evil opponents at low levels, what with dire rats and spider swarms and the like - weakens it further. I don't like the idea of the Paladin becoming THE boss killers in most games and that's what this variant on Smite will probably do. Nevermind its extra uses or the bonus damage. I do agree Paladins need more "oomph". I'm just saying this doesn't look like it, imo. Maybe a variation of smite that allows the channeling of the charisma bonus into AB or Damage, player's choice.
Robert Brambley wrote:
I was thinking of an attack bonus instead of damage as well, but my only concern is that it's too powerful at early levels. For most players, that will probably end up a +2 or +3 Cha bonus that could top up the starting AB to +5 - +7 (assuming maximization of Str for the fighter build as well). That's a very big attack bonus for a level one character.
Nilserdin wrote:
I actually like that because it also resembles the renewal/affirmation of faith that a Paladin could get just when he needs it the most to polish off the bad guy in a very dramatic fashion. Though I would hesitate to require him laying his hands on himself to perform this act in combat. Something about "touching himself to feel better" just appeals to my sillier side. I know that was how it was done in 3.x, but it really makes me giggle at the thought of a Paladin of Bast trying to heal himself inn battle against the evil warlord. "I will destroy you and your--What are you doing? Ew! Gross! I surrender!"
Jess Door wrote:
They're a combination of Cleric and Fighter classes the same way a bard is a combination of Fighter, wizard and rogue. Granted they have different thematics--but the mechanics in place make them a spread class. rangers could kind of be said to be the same except for the incorporation of abilities and capabilities largely independent of other classes (of which only spellcasting is the only one). skill functions (note: Hide and Move silently are technically available to anyone wanting to invest in those).
Kalyth wrote: I think Paladins should be able to provide meaningful healing in combat but also I dont think a paladin should out heal a cleric in one shot. I think this is the crux of the matter: What is the expected role of a Paladin vs. what is the expected role of a cleric. I personally wouldn't want a Paladin to outweigh the healing/ turning/ spellcasting of a Cleric as well as I wouldn't want a cleric to become a better natural holy fighter than the Paladin. Paladins are jacks of all trade classes in the same way that bards are. they're good at what they do in dabbling everywhere, but should not be better than the specialist classes.
Sir Hexen Ineptus wrote:
that raises a couple of questions I have on the nature of how cleave and great cleave work in regards to each attack. does one use the Cleave feature then proceed to Great Cleave after finishing the second attack or does Great Cleave replace Cleave (which I hope it doesn't)? Changing Cleave to a half action makes cleave and great cleave a bit less confusing imo. Additionally how would this work on characters with more than 1 attack per round. does it go: attack 1: +5
or does it go something different?
IMO, Favored class (as written) is a reward for playing an archetype. At the same time it should not be seen as a way to offhand punish player characters for not playing the archetype. Maybe instead of making it a default stat bonus of some type, why not make them professional or social bonuses to interacting with others of X type from their race and class for being paragon reps of their culture and way?
Juton wrote:
what about giving a feat that allows a fighter to share their Shield AC bonus to an ally in an adjacent square as a half-action that stack with possibly one given from Aid another (iirc)? Essentially, it'd play like this: Billy Bard: Watch your back, Wally Wizard! (Succeeds on Aid Another gives AC bonus--iirc) Wally Wizard sees really big orc swinging a greatsword at him cringes by Fred Fighter: Aaah! Fred Shield bashes a nearby opponent and turns to use his Shield to block for Wally.
LogicNinja wrote:
I dunno--The Shield Attack feat sort of changes the trappings of the stand and attack model. Nevermind the full-on brute cuisinart which will probably be a bull-rush get surrounded and look really nasty combo. nevermind the fighter with a polearm pulling a great cleave on the enemies close to his friends. now I do agree fighters need stuff to compliment the feats so that the brute cuisinart does not need to charge in, but can draw the opposition toward him (akin to PHBII Knight's challenge ability).
While I love the changes given to Fighter feats, I find the class abilities for the class lacking. Instead of committing some of the "Improved" or tactic-complimenting abilities as Feats readily available to other classes willing to invest in them, why not make some of them specialized Class Abilities. Maybe also include more attack or damage bonus enhancing techniques a bit earlier in the class. This would address some of the issues with subsystem parity. |