Man in the Desert

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LazarX wrote:
Cartigan wrote:


Simple Monk fix - add Monk unarmed strike damage to Monk weapons.
Simple fix... yes... good fix... no. I do think something might need to be done. But remember that monk weapons can be enchanted and have all that goodness added to them. I do think that perhaps a flat level based bonus damage might be in order. Perhaps a bonus which applies only to nonenchanted monk weapons. (I've already seen plenty of monk orders and feats which make longswords into monk weapons)

It's so interesting how players differ. In all the campaigns I play in Pathfinder right now, monks are universally lauded and go around flurrying here and there with nary a complaint.


Propmaster wrote:
Blazej wrote:
mdt wrote:
Knowledge (Psionics) : Keep it. If the game is going to differentiate between Divine (Religion) and Arcane, Psionics should be a different skill as well. Skills are not a bad thing if they make sense in comparison to other skills (despite all the hysterics to the contrary).
But I think that it is fair to note that (At least I think) Knowledge (religion) doesn't cover divine magic. Knowledge (arcana) is the field that covers magic, even divine magic, so you don't use Knowledge (religion) to identify a caster casting flame strike.
You don't use either - you use spellcraft (at least in Pathfinder).

I guess you DO use Knowledge (Arcana) to identify auras and effects, even for divine spells. So I think I missed your point at first, sorry.

But in defense of Knowledge: Psionics, the verbal and somatic components of divine and arcane magic are similar (and some divine spells seem to even have material components now, although I am not an expert), while psionic displays are a whole other thing.


Blazej wrote:
mdt wrote:
Knowledge (Psionics) : Keep it. If the game is going to differentiate between Divine (Religion) and Arcane, Psionics should be a different skill as well. Skills are not a bad thing if they make sense in comparison to other skills (despite all the hysterics to the contrary).
But I think that it is fair to note that (At least I think) Knowledge (religion) doesn't cover divine magic. Knowledge (arcana) is the field that covers magic, even divine magic, so you don't use Knowledge (religion) to identify a caster casting flame strike.

You don't use either - you use spellcraft (at least in Pathfinder).


I also vote for keeping Knowledge (Psionics). While there is (or has been) transparency of effect (and I favor that - for ease and balance) they really are two different things.

Consider wine and beer. They both make you drunk, but they are different things, with different knowledge. Knowledge Arcana and Knowledge Religion are two separate skills, and Knowledge Psionics should be as well.

And regarding transparency, when I played Magic: The Gathering and they came out with powers allowing you to bypass defenses (I think it was shadow walking or something), the other player had to have the requisite defenders, or could not defend. This was incredibly annoying to the player without the special powers. If Psionics cannot be countered by magic, or even more importantly isn't subject to spell resistance, the encounters against high CR monsters will turn into "Psion casts mind thrust" ten times and then "dragon dies." (Overly simplistic? Yes, but hopefully encapsulating my thoughts).


Stormhierta wrote:

Hi! First of all, sorry for not being here for a while, we've been knee-deep in discussions and brainstorming. We've defined the major changes we want to do and I'll summarize them here, but before we do that, allow me to state some of our intentions.

Hi. I'm glad to see this coming so quickly. You do not mention Crafting items in this post. You mentioned merging the craft feats with the magic craft feats. Does that mean you will add power level limits to dorjes, power stones, and tattoos (like wands, scrolls, and potions)? Regardless of the points that can be stored in them, it seems weird to me that a dorje of Recall Death is possible, but no wand of 8th level spells.

I tried running some numbers, and basically wands and dorjes are very similar in price and effect until you get to a certain limit, at which point dorjes can continue.

For example,

To get a certain damage effect per charge, a wand of lightning at 10th level (maximum damage) doing 10d6 would cost 11,250 gp to create, while a dorje of energy cone (10th level) also does 10d6damage (or more, depending on energy type) for the same price. However, a higher level psion can put another two levels into it, whereas the magic wand is at its most powerful. Even with a limit to 4th level powers, a 14th level psion could create a 14th level energy ball dorje (for example) costing (375 x 4 x 14 = 21,000 gp (value 42,000 gp)) and doing 14d6+14 damage! I don't believe a similar wand can be made.

Looking forward to your work,

Philip