![]() ![]()
doppelganger wrote:
*laughs* ![]()
veector wrote:
Three years ago, on the WotC messageboards, there was a thread along the lines of "Con is vital for every character class, but especially wizards and sorcerers." That, if you played a wizard or a sorcerer with a low con, then you would have no fun at all. So, the very next character I made was a halfling sorcerer with Con 8 (the lowest number I rolled was a 10, and I lowered it to 8). My favorite character ever! Because he didn't have the hp to survive a fight, he needed to be pretty cowardly. But boy was he effective. He actually managed to survive the first three levels without taking a single hit point of damage! Again, I want to stress, he was the most fun character I have ever played. Later on the WotC boards, some of the same folks were saying that if you play a wizard or sorcerer then you can't multiclass because you won't have any fun. So, I gave him three levels of rogue. It sure fit his character very well, because he was always sneaking and skulking trying to not get hit. Eventually I gave him the Arcane Trickster prestige class. It is true that he wasn't as powerful as the full-caster wizard in the party, but he was the most fun character I have ever played! ![]()
In the game I'm running, we used Max HD + Con score. We are also using disabled at 25% of max hp, dying at 0 hp or less, and dead at -25% max hp. We are also using a variant that gives PCs a minimum of 1/2 their hit die on each level (before adding Con modifier). So if a fighter rolls a 3, he gets 5 + Con modifier. If we define the number of Effective Hit Points (ehp) to be the difference between max and disabled, then these combined variants yield expected values for the ehp's only slightly higher than standard 3.5 rules (and in fact the two converge at around 10th level). However, in retrospect, the only thing I would change about the hp rules my group is using would be adding the Racial modifier to hp instead of adding the Con score. ![]()
Maybe there is already one around and I have just missed it, but a FAQ for Pathfinder RPG would probably be really handy. (The closest that I've found was this and that, both of which are incomplete, IMHO.) I have seen posts on this and other messageboards which indicate some people are really confused about PFRPG. For example, I saw a post over at the site operated by the owners of the trademark for the most popular roleplaying game which read: "I was excited about Pathfinder until I saw that the skill system is basically the same as 4th edition." (paraphrased). Obviously the poster read the Alpha 1 release and didn't bother sticking around to see the updates. Others, here and elsewhere, are clearly under the impression that Pathfinder RPG is already a finished product and the rules as written in Alpha x are the rules henceforth. So... Q: Is Pathfinder RPG a finished product?
Paizo, please go from there. Other questions that I think people are confused on include:
Q: Some of the ideas in the Alpha rules are way out there. How "out there" are the final rules going to be? Q: Pathfinder RPG doesn't seem to be backwards compatible to 3.5 because you are making changes. Why don't you just print the SRD? Q: Pathfinder RPG seems to be just the 3.5 SRD. Why don't you make changes? (Somehow both criticisms come up quite frequently!) Q: High-level encounters (in 3.5) take too long because there is too much rolling going on. How are you going to speed things up? Q: Save-or-die spells (in 3.5) make high-level encounters too short. How are you going to slow things down? (Somehow both of these criticisms come up frequently from the same person). etc. For the record, I think that I'm pretty well tuned-in to the answers to many of these questions. The purpose here is not for people to tell ME the answers to these questions. Instead, I'd like to see Paizo build a FAQ for PFRPG, for OTHERS...especially those who are "on the fence." Toward this, if anyone reading this thread has a question they think Paizo should address, this would be a good place to post it. ![]()
David Jackson 60 wrote:
I am using this in the PsuedoPFRPG game that I'm running right now. 2 sessions so far. We use 25%, it works great. Staggered is between 0% and 25%, Dying is between 0% and -25%. We also use Second Wind. It costs one action point (the only other use for an action point is +1d6 to any d20 roll) to regain 25% of your hp. Resting 8 hours heals 25% of your hp. I have been giving some of the important bad guys (like dragons) a couple of action points to spend on Second Wind as well, though it isn't a very good tactic if they are still in combat. With this rule, they have been able to go through level 1 with no cleric, but they did have a wand of CLW with 20 charges. I think this is a good alternative to the Mass Healing of Channel Positive Energy (we house-ruled that channeling either harms undead OR heals, and that the healing is only for one person, and it is touch). Before I get trampled in here, I want to make it known that I am not an apologist for 4e. Our group tried some playtesting and we didn't really like it. I think that I liked it least among my group even. But I do like the Bloodied and Second Wind ideas. ![]()
Arne Schmidt wrote: I'm not sure what you mean about the penalties to the good guys. The good guys would have no save penalties versus the turn check of an evil cleric in a desecrated area. The turn would have a higher damage and DC, but I don't see where the penalties are coming from. You're right. My mistake. ![]()
Okay, I'm still on the fence. Here is my consideration. Of the two spells, desecrate will benefit more often from the altar bonus than consecrate. After all, how often are you fighting undead in the Shining Temple of Pelor? So the two spells appear, on the surface, to be symmetric, hence equipotent. But they are not. Under my proposed change, good clerics will receive +1d6 or +1 DC when they cast the spell, and evil clerics will often gain both benefits. Under your proposed change, good clerics will receive both +1d6 and +1 DC when casting, and evil clerics will get +2d6 and +2 DC. This is on top of the -4 penalty that the players will take on their saves for a total of +6 increase in the difficulty in saving against this spell. My point is simply that your version of these spells has a wider power gap between good guys and bad guys than my version. I haven't decided yet if this outweighs your valid concern about players only wanting to cast this spell if they are even level. Any suggestions? Maybe this power gap isn't even so bad? ![]()
Squirrelloid wrote:
It only blinds the opponent until said opponent casts light (or lights a torch, or strikes a sunrod, or opens a window...) Drow rogue (to drow cleric): "Boy it sure is bright in here; I thought you were going to cast darkness."
:) Cheers. ![]()
Consecrate and Desecrate need updated spell descriptions, as they both affect the Turning Check (which does not exist in PFRPG). Here are the old spell descriptions, with the text I propose to change emphasized. Consecrate wrote:
Desecrate wrote:
Note that if you refer to the table for the Turning Check, you see that a +3 bonus effectively lets you turn as a cleric one level higher (at least for the purpose of the Turning Check); while a -3 penalty corresponds to turning as a cleric one level lower. Therefore, my proposed spell descriptions read: (New) Consecrate wrote:
(New) Desecrate wrote:
These spells are slightly more powerful than the 3.5 version (they both affect both good and evil clerics, whereas the old spells affected only good clerics). Also note that if you a cleric of odd level when you cast these spells the effect is on the Will save DC for half damage (either +1 or -1); if you are even level, it increases the number of dice by one. ![]()
First of all, I want to say that I really like the new rules for afflictions, especially poisons. As a DM, I often forgot to ask for a saving throw 1 minute later. That said, I also noticed that you have changed both the effect and the DC for many monsters' poisons. In particular, the monstrous scorpion now deals Str damage instead of Con damage, and the Small monstrous centipede's DC is higher. Moreover, the Medium monstrous spider formerly dealt 1d4 Str damage, and now deals 1 Str damage for up to 3 rounds (why not 4 rounds?). I have no problem with any of these, but wonder if you have a systematic approach to these changes? For example, I want to use a Medium monstrous centipede. The frequency and the total number of saves don't really seem to be much of a problem. I'll just require one save per round up to the maximum damage that the poison formerly was capable of inflicting. But what exactly is happening with the saving throw DCs? The only general pattern that I could discern was that they are increasing. Please help. Thanks. ![]()
Darrien wrote:
It really isn't that hard. Most monsters will be Small, Medium, or Large. Medium-sized monsters are trivial: CMB = Grp. Small and Large are just +/-3, respectively. Here is the complete conversion, by size. Colossal
Gargantuan
Huge
Large
Medium
Small
Tiny
Diminutive
Fine
![]()
Raqel wrote:
I didn't say counter. If you bring a rock with light cast on it inside the area of magical darkness, it is no longer dark there. Just like if you bring a light into a mundane darkness. In fact, a torch works too. So, what exactly is the darkness spell doing? Not much. My suggestion is to have darkness worsen all illumination by one step. I might even go so far as to suggest a fourth step of illumination: pitch black. In pitch black, even darkvision fails to function. Mundane darkness affected by darkness would become pitch black. This might be a good solution for KnightErrantJr. ![]()
I agree that the 3.5 version of darkness is wonky and needs some work. However, the Pathfinder version essentially does nothing. I will explain, and then I will offer the alternative that I use. First, let's restate the spell description, from page 101: Pathfinder Alpha 3, p.101 wrote:
Our first case will be the best-case-scenario (from the point of view of the spell). A battle is being fought in a brightly lit room when someone casts darkness. Although not explicit in the spell, it could be inferred that this should cause the light sources (torches, say) to no longer shed light. After all, there is the phrase "brought inside the area" which implies that those already in the area don't work. Okay, so now it is dark. A wizard casts light and it is bright again. Evil cleric down a 2nd-level spell, wizard down a cantrip. Second case: Same battle being fought outside at high noon. Evil cleric casts darkness. Does this cause the sun to stop shedding light? We probably all agree that it doesn't. Most would say that this spell would cause the area of magical darkness to block out the sun. Okay, but big deal. Wizard casts light again. Now the cantrip is more powerful than the sun (which is a god in some campaigns). Of course, if there were no light sources to begin with, then the spell does nothing. For instance, what does an area of permanent darkness look like? Just like any other area: it is dark until you bring light into it. My proposed alteration depends on the three levels of illumination we have in the game: bright light, shadowy illumination, and darkness. [i wrote:
With this change on the board, I would leave deeper darkness as is, except possibly considering natural sunlight to be magical light (thus deeper darkness cast outside at high noon would cause a 60-foot radius of shadowy illumination). My argument for this is that natural sunlight is more powerful than the daylight spell, as evidenced by its effect on vampires (and that, in some campaigns, it originates directly from a god). Perhaps other changes could be added to further improve on these suggestions. ![]()
Pax Veritas wrote: I had the Alpha2 printed at FedEx Kinkos. I used the print friendly version. The cover page was printed in color, the inside pages in black and white. They said .pdfs are their drug of choice. The document was printed double-sided, and was spiral bound, all for just over $16 including tax. I showed this to my players and they all wanted one, so I went back and made six more copies. The spiral binding added $4.99 to the cost, but was well worth it. Pax, how did you get Kinkos to print yours? They won't print it for me, saying it infringes on copyrights. ![]()
SirUrza wrote:
That's fine, I believe you. Do Clerics and Wizards get to cast ALL of their cantrips all day long? ![]()
As an alternative for XP costs (for crafting items as well as spells such as wish), consider aging. A character crafting a magic item ages a number of days equal to 1/25 of the base price of a magic item; a character casting a spell with XP cost ages a number of days equal to the XP cost of the spell. 1st Level Scroll: age 1 day.
Why I like it (YMMV):
![]()
With Pathfinder's encounter-building table, XP isn't even needed: Regular Progression: level up every 15 encounters. Most of these encounters should be at or near APL. Fast Progression: every 10 encounters. Slow Progression: every 20 encounters. Really Slow Progression: every 30 encounters. The only changes that needs to be made are for crafting items and powerful spells. Just remove the XP cost for items. For spells, one possibility is to change it to some other cost...or just drop it. Ad Hoc or Story awards? Just count as one encounter. This system is super simple for DMs when designing adventures. Just plan roughly 15 encounters between milestones. When a milestone is reached, the characters gain a level. ![]()
Designers: I love the new Combat Maneuvers rules, much simpler. However, one thing that bugs me is that a rogue with Str 8, Dex 18 is going to be easier to Trip than a cleric with Str 10, Dex 10 (all else being equal). My suggestion:
CMDC = 15 + base attack bonus + (Str modifier OR Dex modifier) + special size bonus. The target gets to use her Str modifier OR her Dex modifier, whichever is better. Pros:
Cons:
BAB +2, CMB +3, CMDC 21
Thanks. |