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I'm going to triple down on the argument that it being "for the greater good" is a rationalization. I'm still in the "it's evil" camp, but the argument that it is not significantly different than numerous other "not evil" actions such as charm person is a good one. I also disagree with the statement that lots of little evil does not add up. In fact, lots of little evil implies a deliberate decision to do evil over a long period of time, which I believe to be very much as significant as one evil act of the moment. Cool character concept, either way. I also don't fault the paladin for disliking it. Sounds like everyone is roleplaying well, and either an alignment switch or lack-of-alignment switch could be defended. (Though I still vote evil!) ![]()
noretoc wrote:
Posting again because I love this post. Bring on the gnome chefs and have fun. ![]()
I find playing with "non experts" to be more fun than playing with heavy mix-maxer optimizers. I don't dumb it down, but I do try to play supporting characters to encourage everyone to get to shine and so I don't steal the show. 1. You actually play with wizards who aren't conjurers! It's madness. You get elven fighters and regular monks instead of six armed synthesists and zen archers.
The gap (between my game knowledge and their game knowledge)can be frustrating and you do have to reign it in a bit or the other players get frustrated, but overall I prefer it to the uniformity of playing with a bunch of system experts. Playing with newer players is like hanging with the muppets instead of the master thief guys in the Great Muppet Caper. They may have a finely honed machine, but you guys have a bunch of dudes having fun. ![]()
And actually the module's other biggest traitor is also vertically challenged. <5 feet= TRAITOR Would be kind of funny if the most LGBT-friendly campaign in RPG history somehow then drew the ire of a little person group. I'm going to also assume most gay couples in real life consist of one plucky rogue with a troubled past and one holy person. ![]()
I'm dealing with this as the one good party member in a campaign right now. The OOC lecture I get is basically "that's great that YOU want your character to be lawful good. I don't want MY character to be good, so don't interfere with my right to play." The obvious response is that while you have every right to play a childkiller, I have every right to play a character who actively works to prevent childkilling. It does not matter if you have a PC or an NPC flag above you- and I'm under no obligation to not interfere just because YOU want to play a psychopath. Party tension is not always a bad thing. It's a good roleplay opportunity. PVP should be avoided, but not at all costs. ![]()
thanks for both responses, and lol at "rocs die"
Yeah, I know about falling rules and was doing that already, but was wondering how it might work if I didn't house rule the dimension door part. 1. Dwarf teleports 50 feet above a griffon- plummets down and hits griffin for 5D6 damage and takes that as well. His turn is over.
So even if I decide in future campaigns that dimension door does end the round, I think I'll probably at least have the falling armored dwarf (if he connects) get a bull rush attack to push the flyer down some distance. Unless it is a huge flyer. Oh, and no feather falling ring- he's just crazy and has a lot of hit points. ![]()
Most of them really:
I can only think of a few arcane spells (mostly evocation types) that stop being useful at higher levels. ![]()
I'm pleased to see people mentioning dragon shaman, as I always thought it was perhaps the most underrated class. Not uber powerful, sure, but gave you a lot of good options. Kind of an inquisitor build in some ways, and fun to play. I ran one in a L5 one nighter campaign and was easily the star of the show. ![]()
On a second run-through, and I just realized how difficult the morale saves are to make, as written. The only potential boost is a +2 from having an entertainer, which you are less likely to get quickly. (The bard has the hardest diplomancy rolls, among other things.) Sasha, Ishrirou and Aerys all have -1 will saves, though Aerys has bravery and I suppose this is a type of fear effect. . But they are also all shaken.
A panicked Sasha or Ishri (-3 to will saves, due to shaken condition)can very easily get morale-locked- and bounce between panicked and feared throughout the adventure. ![]()
My players are much more interested in the faction/tribe dynamics than the dungeon crawl, so I'm slowing Book 4 quite a bit- probably to six months. They will basically do "Kingmaker-lite" interactions for a week or so before heading to the next vault. Edo Kline can wait! I think one of the most interesting dynamics is how the tribal guys survive "civilization" being in the area- having a high level druid who can cure disease obviously helps. So I've had a lot of issues with the government faction (who brought colonists and chickens) trying to impose its will and the tribal guys telling them to buzz off and the adventurers having to referee type stuff. I game with a bunch of lawyers, so they are drawing up all kinds of accords and MOUs and so forth. lol ![]()
memorax wrote: The only people in the hobby that complained about the book were those who liked playing casters. Why do some people make broad declarations like this? Have you interviewed every single person who liked and didn't like the class to verify your hypothesis that 100 percent of the people who didn't like it typically play casters? Some of us, self included, thought Book of the Nine Swords was a goofy, Dragonball Z-esque system that totally changed the mechanics of the world and also made half the classes obselete by basically disguising magic classes as martial classes. Please allow me the courtesy of having a different opinion than you without feeling the need to generalize and subsequently dismiss that opinion. (The only people who don't agree with me just like casters) ![]()
It's worth noting that Pathfinder isn't just a "rules patch" to 3.5. It is also a living, breathing world and system that introduces gobs of new adventures, concepts, artwork and regions. After several years of the whole "we don't sell new adventures" policy, the Adventure Paths, especially, make me very happy. In all honesty, I like 3.5's rules about as much as Pathfinder's rules and feel each has some advantages, but Pathfinder is the clear winner because of Adventure Paths, a much better customer service approach, and so forth. I can go in one of the AP threads right now and there's a pretty good chance the guy who wrote the damn thing would answer my question. That's good stuff. As for the OP- I would like a revision that fixes some of the grammar mistakes, errata, etc. It doesn't have to be .5 or even 2.0, but I would just like a little more fine tuning. ![]()
Part of the problem has been skill point creep, however. Let's say every class but rogues only received 2 skill points per level, and they still received 8. I'm not saying that is what should happen, but they would certainly become a somewhat more attractive option. Contrary to popular belief, Pathfinder has a very friendly skill system. Cross class skills have only a 15 percent penalty, and you can usually get around that with traits or cosmopolitan. A 10 int human can get 4 points per level, if they give up on the hit point buff. Skills used to be a rogue's forte- but there has been enough power creep- enough giving everyone more to do- that their niche has been eliminated. Again, I'm not saying we should nerf everyone else's skill list at this point, but it is fair to say that a more inclusive skill system has hurt rogues. I utterly agree on their lack of defensive abilities. You've got the guy who is scouting ahead by himself and likely to roll the most dice- and he's probably got the worst defenses (in net terms of AC, saves and hit points) in the game. I've considered building a rogue that ignores two weapon fighting and other combat novelties to focus on scouting, but by midlevel 2/3 of your average dungeon encounter has tremorsense, blindsense or scent 90 percent of the time, so why bother? I'd actually be OK with some sort of improved dodge ability- and I'm generally against adding more toys. ![]()
didn't read every single post, but it sometimes seems missed by many that they are in many ways the best defensive class in the game. Sure, their high smite damage output is often balanced by rage, favored enemy, etc., but it often seems like direct comparisons overlook the fact that.
I know most comparisons tend to focus on offense, but the fact that they are very difficult to kill, IMO, is a huge factor. Also, the "overcoming DR" element to smite is a huge outside of the box factor that negates the puzzle element of many combats. So I'm in the minority, but yes, IMO, paladins are a bit overpowered and yes, IMO, some alignment restrictions balance that somewhat. ![]()
I'd say "running the math" and "breaking down each choice to make sure you make the optimal decision each time" are probably at least first cousins. But I agree with the second half of your post in that I'm so very glad I don't play with a bunch of bozos who make sure every single thing they do each gaming session is the optimal choice of that moment. Insisting that there is always something better to do than healing does not make it so. It's theory-crafting (much like communism or the trickle down effect) that sounds wonderful on message board arguments but have no basis on the fact that a well placed heal has saved a TPK on a number of occassions I can think of over the past two months even. Most of the other arguments have been made, but it's probably worth again noting that most of the time a cleric is healing it is not during the first round of the first combat in a day. He's cast some of those spells, and some of his remaining spells may just not be that useful for the situation going on. I also still can't help but think that there's a little bit of a psychological dymanic here. Everybody knows that clerics heal and wizards cast fireball, so "us veteran players" have to somehow show that we are of a higher caste than those newbies, so we turn our noses up at such expectations. ![]()
Cleric: "Hey Paladin at -5 hp, you should flee!" Paladin: "...." Cleric: "Look, I'm not going to heal you, because a bunch of people on a message board ran the math and it makes more sense for me to summon something or attack." Paladin: "...." Cleric: "Look, you don't have to be a jerk about this. I'm sorry, but you will just take another 90 damage this round if I heal you. It's apparently, according to message board research, not worth my time, despite the fact that offsetting the bad guy's action when we outnumber him 4 to 1 with just one person seems pretty useful. So please flee while I tank." Paladin's character "Um, I'm unconscious?" Cleric's character "Oh yeah."
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