John Lynch 106 wrote: I know my players. There is an 80% chance that once they get down to U1, they will progress to U2 and then will want to go to U10 and then U11. Ther reason for this is that whenever in a dungeon we "always go left." It's one of our group's habits (along with "always go up a level before you go up/down a level" and always "full power attack." No matter how difficult your chance of hitting the monster is, if you have power attack then you must always FULL power attack). Well, I don't really see a problem here. If I correctly understood, and if your players take the front entrance, they should be lvl 3 by the time they reach U1, since they will have explored almost or all first floor, plus the second (go up a level first before going down) So it's basically OK since they should be fighting TSM at this level.
tejón wrote:
tejón wrote: Still, I don't find man-vs.-elephant wrestling to be particularly absurd at the same power level as magic jar! Then maybe base the possibility to attempt a grapple not on size but on Strength ? Or both ?
tejón wrote:
Hahaha good one ^___^ Well, your monk doesn't have superhuman strength. but I guess a God's avatar could do this kind of thing. But if grapple doesn't have any size restriction, bull rush does as for overrun. So what makes it easier to grapple someone than to bull rush/overrrun him ? just doesn't seem very logical to me... And dragons should watch out for cats as they have 5% chance of grappling them XD. I was considering to revert this point to 3.5 and state that you can't grapple an opponent that is more than one size larger than you. However, if multiple characters team up ( with aid rolls maybe ? ) to make a grapple, the one that makes the actual grapple check can consider himself one size category bigger, but only in regard of checking if the grapple check can be attempted ( so this won't add size bonus on the maneuver check ).
tejón wrote:
Well actually is there a bug ? I don't mean in your figures, but in the situation ? Can an enlarged Monk ( size L ) really Grapple the worm ? ( size G ). I won't even mention the cleric and Sorcerer then... In 3.5 Grapple would fail if used against an opponont more than one size larger than you are. This has now disappeared in PF. Is it intended ? The reason I can imagine if it's not a bug, is that multiple smaller creatures can team up to attempt a grapple. I like the idea but it's not handled properly. I could come up with a solution, but since it's not really the point of this thread, I'll just skip it here.
Quandary wrote:
Agree too. Maneuvers are intended to create favorable situation or turn the tides by taking risks. Like it was said on the other post, it's gambling on something : While taking a Maneuver, you are exposed to AoO, you don't deal dammage and it can expose you to some nasty situations... Maneuvers for a non specialized character should only be an option when they see other tactics fail ( or will fail ) The awesome example IMO is just that fight of a low level party with a quasit ( might be OldGM's party ). A quasit can fly, become invisible at will, has dammage reduction and fast healing. And this one had some stuff that could make him attack from a distance if I remember. How is the party supposed to handle this fight ? Grapple him ! no more fly, no more invisibility, no more ranged attacks. But what I liked the most was drowning him to bypass the DR and fast healing. Sharen wrote:
Back on the horse now. Yup it's easier now at least for those creatures that have a crappy touch AC. But the difference between the two versions is just logical When are trying to unify different maneuvers under the same kind of roll, whereas in 3.5, maneuvers were handled differently each having its specific method :
Using the current unified system, we make the choice that some maneuvers just won't be the same as before. If we want to balance some maneuvers, some others will just get unbalanced. Unless someone comes up with some idea, We have to accept this fact for now
Sharen wrote:
I'll just reply to myself because I messed up quite badly ( well I'll put it on the fact that it is past 2 am ) So lvl 3 human fighter with STR 16 has 40% chance of success.
Well... Now my opinion has to be different XD. But sorry I'll post that later as I need some urgent sleep ^__^'
toyrobots wrote:
Well... size counts for +2 but Large creatures tend to have better strength and that counts in the calaculation A standard Ogre per 3.5 has these stats
This would make his ManAC 18 which doesn't seem too low. After all it's a CR 3 creature. A lvl 5 human fighter with STR 16 would basically have 50% chance to succeed, but hey, he's 2 levels above the CR ( and could take the Ogre 1 on 1 fairly easily in a fight ) A lvl 3 human fighter with STR 16 trying the same would have 40% chance to succeed. In 3.5 the success rate of such an attempt is around 66% ( yup I added the +4 for size ) and even higher if the attacker is charging ( +2 to the opposed STR check ) So my conclusion is ( at least for this case ) : ManSizeMod being double of SizeMod is enough ( and your bullrushing character might just have a tremendous strength ^__^ ) EDIT : Whoops made wrong calculations... Modifying them right now ^___^'
Original thread HERE Maybe it's time to clarify if Divine PrC CL add to the existing Divine spellcaster's level in order to to gain new domains powers. I can understand that a wizard that takes a Arcane PrC doesn't gain new schools powers from the addition of the CL, since it's not specialization anymore ( unless some special PrC are created that would match the specialization itself ). On the other hand, Divine Spellcaster's still worship their god, maybe even more for some PrC ( example of some PrC ( not included in the prC enhancement ) that have a perequisite of being cleric of some specific god ). Then why should they not progress in their access to domain powers ? Now mechanically speaking, Domains are not as powerful as schools specialization. Schools powers abilities are more powerful in the overall, and the ability to cast any spell of the school of a given level makes it very flexible. Altough you have two domains for clerics, you are stuck to specific spell like abilities ( some of them won't ever be used, and they can't even be converted into healing ) Speaking of domains granting spell like abilities, I'll also ask the clarification about THIS matter.
toyrobots wrote: As for any of these systems being incompatible with 3.5 Statblocks, well... CMB already isn't! I don't see how it could get much worse. Well "tejón/your"'s method is very easy to apply so for me it's highly compatible with 3.5. You just need to add a Man AC in the block and... that's all !
Old Guy GM wrote:
Could be your party then ^___^ I heard it from a player who is running the pathfinder campaign, and he read this on this very same forum. Anyway, gg for this one
I agree that the second option would work just fine. Come to think of it, that's how I played Maneuvers in 3.5. It would give more chances to those who don't have an improved maneuver feat. Fact is : I like to see players gamble on this. They know that it's dangerous, that they don't have the required feats, but they also know that if it works out, they can turn tables ( I was told of a fight where low level players did grapple a quasit and drowned it in a pool. That was a fresh and good tactic )
Original post HERE.
tejón wrote:
IMHO, losing your maneuver because you get hit by a AoO isn't good. Taking a maneuver is already a risk, as the target gets a free AoO and success rate of a maneuver can vary greatly, not to mention that at higher levels Attack rolls will mostly hit ( BAB increases, but AC has a cap ). Getting a penalty to maneuver attack roll seems more reasonnable. Would it be equal to dammage taken ? I'm not too sure about it but seems fair. This method also offer the 5% chance of success on the net 20 on dice roll. For the concentration skill, yeah, it's too bad. This would have come handy here ( and reverting to concentration also solves the casting defensively issue. sadly it makes onr more skill to invest in ). Maybe we can think of something else to emulate a "concentration" check ? Something based on CON+BAB maybe ? ( just an idea I throw in without other thoughts )
Quandary wrote: Anyhow, I would still be interested to hear playtest feedback, preferably from a range of players/DMs, on how my original proposal (Situational NET Size Bonuses) plays out. It seems the simplest to understand and explain (as well as being a unified system rather than a "hack"), so I'd like to hear if many people DO actually find it hard to use, or not. I think Pathfinder's "Scale Change" (each Size Tier = +/-1) makes it simpler to manage (and only DMs really have to track it.) Well I discussed this issue with a player/DM and he would tend not to use this method. Why ?
Pathfinder is based on D&D 3.5 and most of the players/DM used to play 3.5. Also, Pathfinder wants to be most compatible with 3.5. Though your size resolution system is clean and smart ( there's no doubt on it ), it tends to get a bit too far from the original way. This means more conversion work for DM, an extra editing work from Paizo guys, and we already have tons of things to do I guess...
Seems nice. I don't have time to play with spreadsheets but I made some quick statistics calculations for the party I run in Nightbelow. Actually they did encounter trolls and defeated them. The little playtest I wrote can be read HERE. One of the reasons I advanced was that it seemed too difficult for the trolls to grapple the enlarged fighter. For the calculations here I made everyone lvl 5. I'll give rate of success in 3.5, Pathefinder and the version metionned below
][b wrote:
So here are the results of Troll vs PC Troll : STR 23 BAB +4 Size L Case 1 Troll vs Human Cleric 5
Spoiler:
Cleric : STR 14 DEX 13 BAB +3 Touch AC 12 ( ring of protection +1 )
This is a pretty balanced character Success rate In 3.5 : 68% In PF : 60% actual test : 70% Case 2 Troll vs Elf Druid 5
Spoiler:
Druid : STR 10 DEX 22 ( belt of DEXT ) BAB +3 Touch AC 17 ( ring of protection +1 )
This is a High DEXT character Success rate In 3.5 : 52% In PF : 70% actual test : 55% Case 3 Troll vs Elf Wizard 5
Spoiler:
Wizard : STR 10 DEX 16 BAB +2 Touch AC 13
Low BAB but good DEXT. Success rate In 3.5 : 69% In PF : 75% actual test : 80% Case 4 Troll vs Half Elf Rogue 4 / Monk 1
Spoiler:
Rogue/Monk : STR 14 DEX 20 ( belt of DEXT ) WIS 14 BAB +3 ( +4 for maneuvers ) Touch AC 18 ( Dodge feat )
High DEXT, decent STR and Monk bonuses Success rate In 3.5 : 43% In PF : 55% actual test : 35% Case 5 Troll vs Dwarf Fighter 5
Spoiler:
Fighter : STR 20 DEX 10 BAB +5 Touch AC 10 ( 14 vs giants )
STR Fighter type, but interesting case for the +4 AC vs giant Success rate In 3.5 : 52.5% In PF : 35% actual test : 35% If the grappler wasn't a giant but had the same stats then
Case 6 Troll vs Human Fighter 5
Spoiler:
Fighter : STR 20 ( Belt of STR ) DEX 16 BAB +5 Touch AC 15 ( ring of protection +1, Dodge feat )
High STR, Good DEXT Fighter Success rate In 3.5 : 49% In PF : 35% actual test : 30% Now if the fighter is enlarged
The outcome is satisfying in the overall. Overall balanced characters ( between DEXT STR and BAB ) tend to match 3.5, whereas high dext str and bab tend to match PF. But it's now easier to provoke situations where you can gain a bonus to maneuvers. The +2 difficulty doesn't seem necessary in this case. But I guess at higher level, with many bonuses stacking, it could be different. We'll definitely have to explore this further. As for the mechanics itself, It's easy to handle and smooth ( as long as there aren't too much bonuses/penalties ), and the size bonus will not have to be calculated situationnaly, which makes it faster. Now I'll have to test other maneuvers ( mostly those relying on a weapon bonus ), and get a look at the common bonuses that add to offense and defense to find out if these won't break the flow. But congratulations, it seems we are getting something.
No Harm Quandary. Actually I missed your point and tejón just clarified it. But because of what I read so far from you, I thought you were calulating a specific Maneuver Attack roll and not using the existing ones. Quandary wrote: Maneuver Attack Rolls = Melee Attack Rolls (& all Modifiers) That made me ask myself : What are those modifiers ? When I read you it seems that it would include feats ( including focus ), magic bonuses, situationnal bonuses... I then got to think that you were either calulating a general maneuver Attack roll and then adding bonuses in specific cases or either you were keeping track of every weapon/attack. Another thing that got me wrong was the fact that in 3.5 there was a melee attack box and a range attack box. Those disapeared in PF but I stayed focused on them, thus thinking you were refering to those when you were speaking of Melee Attack. Now that's all been cleared, I can see that yup it's much simplier. But concerning the size issue, I'm still in favor of some already calculated sizeMod. And I still think that the +2 in Maneuver AC should be removed, but I'll get a final conclusion after playtesting.
tejón wrote:
Basically, whe share the same point of view for the size modifier issue. If I read you correctly we have the same formula in the end ( except for the added bonuses ), since I don't double the size modifier per se but add it again As a reminder the formula I intend to test is
This way, you won't need to add a CM sizeMod, but just use the exisrting special SizeMod for CMB.
The combination of the 2 spells works. But reduce person lasts 1 min/lvl so your mage will have to expend spells slots to learn more reduce person if he wants to "fly" longer. Those slots could be so useful for other spells, but well it's a choice. Now, I can see him making scrolls to go around this... Now the speed of flight is up to 15 feet in horizontal, and if ascending 45° it's only 5 feet. while using this mean of fly you are denied your DEX bonus to AC. And it can't be used efficiently in combat situation ( I'll require at least a spellcraft check from the wizard to cast in this position, and a fly check from the unseen servant ( if possible ? ) to see if he drops what is he lifting. ) So now if it's just to cross pits once in a while, it should be okay
hogarth wrote:
Try Fly check DC 10
jreyst wrote:
Well sure. but your foes have experience ( or they wouldn't be that CR ). that means that they might have seen or heard about some spells and how to deal with it. Maybe some other party tried it and now they are a bit aware of how to deal with it. This is even more logical if they have a caster among them. And as I always say do not hesistate to use the same techniques on your party. I mean, foes are not that dumb. Starting from a certain point I play them like I would if I were a player.
Lazaro wrote:
True, but unseen servant is actually a better version of mage hand and mag hand can lift objects in the air up to the maximum range. So can unseeen servant I guess. Futhermore there is this passage that says the maximum range of unseen servant is mesurated from the caster's current position : if he's in the air, i would state this is possible. Now, ways to limit the use of unseen servant as flying spell can be found. Unseen servant can't do what requires a skill check of 10 or more. So actually if we look under the flyning skill, we can see the limits. And lifting an object and lifting a person isn't really the same. If the person tries to take some kind of action, it could make the situation unstable and require a fly check. In case of failure it's AAAAAAAAAAAAAAAAAAAAAAAAAAAAH... And yup no feather fall effect XD
Neithan wrote:
Blindfighting stills works with 20% concealment. Otherwise there is a spell that was in Magic of Faerun under the Darkness Domain that allows you to cast a complete darkness zone but gives you the ability too see through it.
jreyst wrote:
This has already been discussed in the clerci section I guess, but I'm not sure. We all agree that this domain needs some changes.
jreyst wrote: Unseen servant could use a bit of clarification because as of now it is cast by casters in my campaign all day, every day, and it ends up being used as a cheap fly spell when the caster also reduces himself etc. It seems that the vast functionality of this spell could be reduced at least a little bit. This spell just does about everything ( including coffee ! :D ). It's up to you to state what are the limits, because there would be too much to say otherwise.
Gorbacz wrote:
I guess the true striker had the silent spell feat ? In which case sure, I'm okay with all this. We also have been using this technique, or personnal favorite is casting silence on a something small and have it wielded by an unseen servant. Well not too much counters to silence techniques. Put some silent alarms to warn from intruders, have a silent spell ready to protect yourself, and do not hesitate to abuse of the same techniques on your party...
Well, Dispel Magic sure cause a lot of troubles. But once you get the idea and have played it a few times it's no so hard to apply. This spell is a key to winning battles with casters and shouldn't be changed slightly. I've seen many times a Dispel magic turning the tide of a battle... Now just a clarification : The aera dispel states that magical items are not affected. But what if the magical item is the target of a magical effect such as a sword affected by a keen edge spell ? My opinion is to test the effect only if the magical item is not somehow in contact with someone ( eg : lying on the ground ) but I might be wrong ?
The spell sure is a little underpowered. It's an efficient spell because there is no save ( poor rogues ) and it lasts a full round, making it sweet if used with other Area control effects. But sure, I see few players using it because it doesn't sound attractive enough. I kinda like the difficult ground effect and the increased duration ( +1 round every 2 or 3 level therafter ), but not both since I think it might be a bit too much then. Increased dammage or AoE aren't necessary. To me it's more an area controlling effet than just another blaster you can throw at foes.
Well IMO 3.5 Darkness was quite deadly, especially used by creatures with darkvision. Why so ? Because these creatures ( eg : Drows ) tend not to fight in brightlight. Basically, cast a darkness in an already dark area : Seems stupid ? Maybe not Those who don't have darkvision are now considered blind if they don't have a magical mean to counter the darkness effect. Those who have a darkvision only suffer a 20% miss chance. I shall remind that blind creatures loses their DEX bonus to AC thus making them easy prey for rogues. This darkness spell in 3.5 just works fine if used in correct conditions. I don't really see the point to changing this. Now, there is a spell that could be changed ( or not ) and that is faerie fire. Why ? I haven't read the drow saga by Salvatore, but my players tell me that drow fighting techniques use darkness spell in conjunction with faerie fire, the latter being able to overcome the darkness. I admit it makes this level 1 spell something new, quite powerful, and an exception to the rule of Light/darkness overcoming each other. Now, I guess it's up to everyone to see they want to play this
Elijah Snow wrote:
Now that you mention it, I might have this ENWorld version somewhere. I'll just have to scan through my old HD to see if it's still here. I haven't been using it because I like generating stat blocks myself, but I guess it sure could prove useful for some conversion notes ( especially for some items and spells because I haven't played AD&D )
Mosaic wrote:
Too me it is not only a problem of encumbrance, but also flexibility. You can't just move alike. That's what the stats describe actually.
Elijah Snow wrote:
Well I will have to type this once fot good someday. Are you only looking for stats of NPC/monsters or would you also like something like a conversion of traps, poison ( which are quite exotic but can be used as they are ), skills check...
Quandary wrote:
Sure, I see that the formula Maneuver AC = Touch AC + CMB + size modifier has a flaw in the way that in the case of 2 characters of similar size, similar CMB and dex bonus of 0, the Target would be 10... Now let's see the case of one of the Fighters in my campaign. He has DEX bonus of +2, STR bonus +5, BAB +5, dodge feat and a ring of protection +1 If we keep to current Pathfinder rules, the CMT would be 25
Another fighter with 20 STR and BAB +5 would have 25%/30%/20% of success depending on the formula used
Now I see in you case that The fighter attempting to maneuver spent 2 feats and only gets 35% of success with a +1 weapon, which is roughly what we get with the Pathfinder rules. Seems a bit unfair to me. Sure, maneuver are powerful because they can disable an ennemy, adding a +2 in the formula just kills the chances in my opinion. Now, for the size matter, I don't see a real problem. Don't make maneuver attack rolls to be melee attack rolls because the size bonus would mess up. Just keep it the CMB way ( BAB + STR mod + size mod ) and add in the melee bonus you could get such as flanking, higher ground... The modifiers in Touch AC and CMB are reversed so they negate ( a small size bonus to AC negates the small size penalty in CMB ). Put in a size modifier again and you'll get what you want I guess ? Or is it because more than 1 tier in différence could make it different ? I just thought the Touch AC + CMB + size modifier was easy enough to calculate ( because you have both score already calculated ). Now I'll have to test this further to see if it goes well...
Karui Kage wrote:
Basically this is 3.5 rules. Yes other ways to compensate as explained above would be a DR which seems quite logical and challenging, or a partial immunity to sneak/criticals ( a bit like when we test for miss chance ? )
Hi I've been running the Nightbelow campaign in 3.5 (conversion from AD&D ) for about a year and a half now and decided to get it to pathfinder. My actual party is formed by
So far in 3.5, they have been managing quite well. The fights are far more accessible and easy than in AD&D. While they had encountered serious difficulties, they never really had to retreat. During the first book, they did all the hard fights Spoiler: in one go. Sure they did consumme ressources for such challenges and lost a companion, but the fact is : In 3.5 it can be done while in AD&D it was unlikely.
Brokenspire, The second group of Evil Clerics and the Orc caverns So, from the second book starting, we did the conversion to Pathfinder. The cleric whinned quite a lot about his class being nerfed ( for the domains in particular ), the fighter decided to replan the level of cleric he was going to take in a few levels and continue in the fighter path ( why really do otherwise ? XD ), all the others were fine especially the Druid who at last could make efficient use of the wild shape ( since she was no contact fighter, and changing into some other form like a bat wouldn't give her the Darkvison ability ). For the skill points, we decided to rebuild their points entirely, but taking in account some skills they had used.
Feats were not problematic to handle and the Fighter did welcome the expertise modification with ease, saying that the abilities he gained from being a fighter now compensate this. Magic items were not too hard too handle either beacause they didn't have lots of stat boosting items. Now for the second book itself. The 6th levels wer only 5th at that time.
Spoiler:
The first opening fight is a Huge melee with Trolls. The party knew that they were going to encounter a massive amount of Trolls and have been preparing a bit ( the Wizard did get quite a lot of fire spelles, so did the Druid ). There sure is a way to handle the situation otherwise than fighting blindly but the scouts did miss thier stealth checks while the troll guards didn't. The result was a battle of 15 trolls ( including a lvl 3 adept ) vs my 7 character party...
I wasn't expecting them to survive such a challenge. It's something like CR 13 or so... But beacause the cleric couldn't move as fast as the trolls they had to fight their best. And they did smash the trolls... How ? First let's review the Trolls. Basic stats from 3.5, a little boost in HP ( around 80 in average ) and STR. They rushed the party 3 at a time for the fisrt few rounds before 3 others came and then 3 others then finally the 6. Even with theses waves pattern I was sure that the party would be crushed if they didn't retreat. But they stood still and overcame this. 4 factors could help explain this :
So here's my analysis of the situation, rules speaking.
So the final constatation for now : 2 ennemies managed to flee, the others were slain Spoiler: . After the fight, they all were pretty helathy thought the cleric didn't have many cure spells left ( and no turn ). They also did burn their only charge of cone of cold in the process. But they are all alive ( except for the animal companion of the Druid ).
13 including the caster I think I didn't go soft on them and played correctly. I don't know if I should be amazed of their fighting skills but Pathfinder sure did add a Boost. But APL 5 vs CR 13 seems just Aberrant. Did something really went wrong ? We'll see next fight...
Very interesting thread, I'll be following this closely and I intend to test these rules and see how it goes Basically if I have followed so far the formula can be simplified to this Maneuver AC = Touch AC + CMB So the modifiers that affect touch attack just affect Maneuver AC. Then, it seems fair to allow modifers on CM rolls Since we still have the problem of size because the modifiers negate themselsves in maneuver AC, why not just throw in a size modifier again ? This would make the formula Maneuver Ac = Touch AC + CMB + size modifier |