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![]() Vic Wertz wrote:
Vic, is there going to be an online list of changes posted somewhere for the veteran players to peruse? -Steve ![]()
![]() James Jacobs wrote:
Having been in an editorial office, I can back that up. If it's not the artist, it's the inker, or the letterer, or the writer, or the color proof. Course that's with comics, and you generally deal with one person for each job area. Generally. I can't even imagine how hard it is to get 5 different writers and multiple artists for one of these books. -Steve ![]()
![]() Chris Mortika wrote:
Once I had the party encounter a 20th lvl commoner. He was a Venerable tavern bar-potato with maxed Diplomacy. Whenever they interacted with him, he'd complain about 'the war' and coorce them into giving him drinking money. -Steve ![]()
![]() I would allow someone who has ranks in Escape Artist to substitute the bonus for their CMB bonus in cases of grapple attempts. As it currently stands in the rules, you can only use Escape Artist to get out of a pin or grapple, not defend against the initial grapple attempt. From a realistic perspective, the initial avoidance and a latter attempt to escape are largely the same. -Steve ![]()
![]() This is just me speaking personally now, but ultimately I think that might fail. The person making the screen would have to understand the perspective involved in making everything appear 3 dimensional even though it was a 2D projection. He would likely have to have a perspective on the room that would allow him to correctly depict it on a flat plane. The illusion would have to be "aimed" at its target. Anyone else at a different position on that side of the room would perceive the projection as flat, and the objects in the room as disproportional, much like a mural or painting would look flat when viewed at an angle, but in proper perspective when approached from the front. In other words, it's unlikely to work. -Steve ![]()
![]() Mortagon wrote: I did read through the descriptions for various... The problem here is that in the example you're citing, it wasn't a room that was already there. It was an entirely illusory room. In your case, the player was attempting to make a pre-existing room appear different. You're right, an illusion doesn't restrict itself to one object. It's as many objects as you'd like inside the space alloted. But altering a room to make the original contents invisible would not work. Since you're altering the perception of items, it by default becomes a glamour. You could add new contents to the room, however, as long as they didn't change the sensory characteristics (touch, taste, appearance, feel, smell) of the room's preexisting contents. -GM Steve ![]()
![]() Mortagon wrote: I had to use a fair amount of improvisation for this however, as I found the descriptions for the spells and the illusion effects to be somewhat diffuse. Could illusions... For answers to this, you have to look up the descriptions of the different illusion types. Figments create their own objects, but cannot alter the appearance of other objects (those are glamours). This means while you can create the illusion of a person, you can't make someone look like someone else. Nor can you make a door look like a wall, or a stream of lava look like a cool river. Whatever you make has to remain physically seperate from something else. As I play, generally, if a character who is aware of the illusion physically enters the bounds of the illusion, either the illusion pops, or observers get an automatic saving throw to disbelieve (as though they had interacted). However, this does allow for some wiggle room. In the case of the door, while you cannot make it into a wall, you can put an illusory object in front of it, screening it from sight. A river of lava could be covered by an illusory wall or a building of some sort (in this example, characters would certainly still feel the heat from the lava). You could generate an illusory crowd of people to hide in, or a cloud of feathers In your specific example, the sorcerer would have to take down the cage before replacing it with another illusory one. He would also have to come up with a way to hide the cage. To 'overlay' the room with an illusory one, effectively rendering everything in the room the sorcerer did not want seen invisible would exceed the bounds of the spell. Edit: I should revise this somewhat, creatures faced with proof that something isn't real need no saving throw to perceive the figment as an illusion. Therefore, moving into a figment to hide would automatically cause someone who witnessed this to disbelieve it. -DM Steve ![]()
![]() I like this idea too, but with some reservations. Take for a counter-argument the fact that for a forgery to be successful, it needs to use the right language. I don't mean language in the sense of elven, common, sylvan, etc. I mean that it has to use the right terminology and phrasing. For a lieutenant to follow the forged orders of a captain, the document has to read like it came from a captain of the guard. For a passport to be accepted, it needs to use all the proper phrases and terminology. I'm not saying this is enough to keep me from using your idea, but it's worth debating over. -Steve ![]()
![]() Daniel Moyer wrote:
I have no problem with feats that improve your shield AC, nor with being able to share that bonus with allies. My issue is when your allies get a greater benefit from your shield then you do. It violates common sense. I would suggest putting a clause in there that the AC bonus granted to allies cannot exceed the overall bonus provided by your shield. -Steve ![]()
![]() Thraxus wrote:
I don't think that a shield works correctly in this regard. How would a shield prevent an incorporeal touch attack? Are you going to put rules in place specifically for this exception? That would result in needless complication. -Steve ![]()
![]() Jason, in regards to Strike Back, I'm not sure if the text makes sence. A limited number of weapons actually offer a 15 ft reach. For larger foes, reach weapons can really extend their space. How does the text justify that attacks against that? Personally, I'd restrict the feat to use against natural weapons or foes without reach weapons. I'm not really analysing the effect of the feat, but I'm a little cautious about the flavor. I'm not sure if this is the forum for that or not. -Steve ![]()
![]() Jason Nelson wrote:
While I understand your argument here, my basic contentions are thus: 1. One of the ideas of Pathfinder is to reduce the time a round of combat takes at high levels. Several feats have been released that allow fighters to trade iterative attacks in favor of other bonuses. 2. For your proposed idea to be best utilized, it would mean taking combat reflexes. Assuming decent Dex, this leads to a much-expanded pool of iterative attacks, as well as move adjustments. This attack number is increased further by extending the threatened area of the fighter's zone of control. This will further slow down high level play. 3. While your proposed feats, by themselves, are actually quite nice, they run contrary to one of the goals of Pathfinder, and I have to assume that Jason will probably disregard them for that primary reason. In addition, if you feel you need to continue developing this feat concept, I would suggest addressing any questions that arise from wielding a reach weapon, especially the spiked chain, which already threatens both 5' and 10' squares. I would also suggest holding off further discussion on this feat set (or any set of feats) until feats are addressed on the design forums. It was my initial intention to discuss "stickyness" as a fighter power, rather then a feat. I fear it's gotten away from that. I realize that it's difficult to discuss fighter concepts without talking feats, so maybe this whole discussion is better held off until later development forums open up. -Steve ![]()
![]() Jason Nelson wrote:
A problem I see with this feat is that it has the potential to slow the game down greatly as the multiple AoO's are addressed. I also wonder if there would be some gimpyness of dealing with the reduction of movement next round. For example, what if the fighter decided to go into rough terrain? What if he 5' adjusted within rough terrain? The rules covering 5' adjusts state that you can *always* 5' adjust even in difficult terrain that would ordinarily reduce movement to zero. -Steve ![]()
![]() Samuel Leming wrote:
The idea is due to the fact that most traditional fighters have a low movement speed, high AC, excellent Hit Points, and moderate damage potential compared to artillery classes, puting them in the role of defending those classes against high-damage attackers that could overwhelm their traditionally lower defences by standing in the front lines. IE: they become linebackers. The problem is that this role breaks down when you reach mid-to-high levels, where opponents either can fly or have other non-standard means of travel like teleportation. Then you're left with a big slow guy that has lots of HP and noone to attack. -Steve ![]()
![]() Arnim Thayer wrote:
So... you want to co-opt the ranger's main combat strength... but make the fighter better at it? -Steve ![]()
![]() Jal Dorak wrote:
Jal, this is just the sort of thing I was thinking. I would limit it to effects that involve will saves, however. -Steve ![]()
![]() One thing I would like to see for fighters is a trait or feat that actually makes them better, more viable blockers at the front lines of the party. It's been mentioned before: once a certain level is hit, many opponents have the meants to circumvent the front line combat types, be it by Fly or teleport or incorporealness, or whatever, to directly attack the weaker support characters. This reduces the effectiveness of the fighter's primary role. I'm curious if anyone has ideas or suggestions for improving the fighter's ability to make an opponent "stick." -Steve ![]()
![]() Asgetrion wrote:
Personally, I'm still a big fan of having the halflings use some sort of War Bolas. I think they mesh well with the idea of halflings as wanderers, they play toward their characteristic strength with throwing weapons, and compensate for their movement weaknesses vs. medium opponents by letting them make trip attempts. Personally, I'm all for letting them keep the +1 to thrown stuff. Players will generally record this correctly when they stat out their characters' weapon slots on the character sheet. And if the DM forgets to include it, it's not the end of the world, so it shouldn't significantly slow the creation of NPCs -Steve ![]()
![]() Asgetrion wrote:
I'm sure that as a player you often want more HP for a sorcerer. But it is not the role of a sorcerer to have high hit points. Artillery is intended to be fragile health-wise. Secondly, there are already new mechanisms in the redesigned game that give more Hit Points, in general, to mages. They have higher base HP dice; toughness is now a viable option as a feat, and the classes have extra feats in their progression. Your sorcerer will not be wanting for health nearly as much. -Steve ![]()
![]() Robert Brambley wrote:
My two statements to this are that, A) one of the stated goals of the Pathfinder RPG is to make very high-level play viable again, and B) as was already said, there are several good abilities spread out throughtout the levels of the core classes, especially at higher levels. -Steve ![]()
![]() wrawce wrote:
Everyone in favor of the current system keeps saying that the +1/lvl bonus isn't that much, but it's a contributer to the overall power-creep that the Pathfinder version of the game is showing, and I feel that this is what opponents of the bonus are worried about. I think I saw a post about this on a prior thread, examining the HP of a lvl 10 sorcerer before and after Pathfinder. 3.5 lvl 10 Sorcerer (assuming average HP, 12 Con, and Toughness): 39 hp Pathfinder lvl 10 Sorcerer (also assuming favored class): 70 hp Assuming I grok math, it's an increase of almost 45%. There are lots of different ways to promote racial class preference. In the original 3.5 edition rules, that promotion essentially did not exist unless you multiclassed, and did so in very specific ways. It was a silent rule, and in many ways rather elegant. Compared to that rule system, the current racial preferences are far more obvious and cumbersome. You either gain a direct benefit, or you lose a direct benefit. I feel that those in favor of this rule are playing a far more draconian version of the game then the original design intended. -Steve ![]()
![]() wrawce wrote:
There's a big difference between short-run happy and game-design happy. I'm sure it's great having another bonus that you can add to your characters, but from my perspective, as someone who's DMed for a long time, I'm worried about the game balance issues that these modifiers will cause. I also think that there are other ways to encourage iconic class choices, like racial ability design and revising the classes to encourage players to take all 20 levels. -Steve ![]()
![]() Jason Bulmahn wrote:
Hey Jason, vie gehts? I'm glad that my thread is contributing to the discussion. Personally speaking, I think that giving the classes effective higher-level abilities has largely obliviated much of the concerns associated with Multiclassing. Now, if a character takes a level in another class, they will lose out on the 20th-level abilities of their initial class. This encourages them to make a more balanced choice between sticking with their first class and taking a second either out of powergaming desires or fulfilling some character concept. This is the most effective and most viable means of obtaining your design goal without eclipsing the goal of encouraging player choice. If you feel that you must encourage racial class stereotypes beyond this, then I recommend giving the races powers and abilities that encourage choices in their stereotyped classes. Personally, I'm a fan of the a'la cart method proposed, where the races get a set of culturally-based abilities that they can choose from when building their initial characters. My biggest concern as the beta stands right now is with power creep. There are already a lot of small bonuses that are being added to both races and classes. Individually, they are not much, but added together, they create a much bigger impact. The Skill Point/HP bonus is yet another bonus, and it's one that we don't need. As far as racial feats and progressions are concerned, I can see where you're coming from, since the Pathfinder book is already the DMG and the PH in one. I hope you can find room in future supplements though! -Steve ![]()
![]() Direbear wrote:
That's balanced out *greatly* by the fact that halflings, gnomes, and other small creatures get +1 to hit and +1 to AC. Ultimately, an average of 1 damage-point-less for small-sized weapons is inconsequential, especially at higher levels. -Steve ![]()
![]() Kyrinn S. Eis wrote:
Poor Drew, I hope that his fund raiser got enough for his kid to get a decent college fund. -Steve ![]()
![]() Kirth Gersen wrote:
It looks like they changed the poison to reflect its average damage (namely, 10.5 con over 1 minute). I'll also note that 5 rounds happens a lot faster than 10 rounds, and often combat will not last a full 10 rounds, thereby reducing the original version of the poison as a tactical factor. All-in-all it seems like a balanced tradeoff. -Steve ![]()
![]() LazarX wrote:
It was an extreme example, but it demonstrates a point. Dwarves that don't live near giants or orcs should not have those as racial enemies. Dwarves that live in jungles probably wouldn't specialize in Urgoshes. Gnomes in a world without Kobolds wouldn't know how to effectively fight them. Half-orcs in tribes that are using stone-aged technology won't specialize in double-axes. Should I go on? Please don't attempt to specifically refute every example I just listed. That would just be tedious. The point is that there are lots of examples and settings where the racial characteristics above don't make sense. -Steve ![]()
![]() Dennis da Ogre wrote:
I'm not sure if the feats/traits need to be *better* for the regional and racial ones. I think you just need to have more focused choices for the races. I'm going on vacation starting tomorrow. I'll be gone for about ten days. Might have a limited access to the internet, but certainly not as much as right now. Hope you all have fun while I'm out. -Steve ![]()
![]() Michael Gear wrote: Human character customization could be regional, people from here choose from these, etc. Really only works if there is an established setting, like Golarion; but that's, more or less, where we're talking about, no? No, for this to work as a replacement for preferred character classes out of the box, it would have to be applicable to a general setting. I'm not running a Golarion setting myself, and I would like some general characteristics that I could use without having to take the time to personally develop them. Development efforts here not-withstanding... -Steve ![]()
![]() Shadewest wrote:
When used two-handed, it's considerd a martial weapon. :p -Steve ![]()
![]() Dennis da Ogre wrote:
I would make Fey Blood more limiting, since it's supposed to be half a feat. Why not limit it to spells of the enchantment/illusion schools? I realize we're sort of tilting at windmills a little here, but I think this is a good process. -Steve ![]()
![]() Shadewest wrote: I think you're really overestimating the attraction of the favored class bonus. I realize that there will be some examples of a variety of classes and profession among all the races. There will just be more of those within the favored classes. It's been my experience that players who choose traditional, "stereotypical", or "generic" race/classes have found a way to tweak them and make them unique. those who choose to play for instance, a dwarf ranger act like a sterotypical dwarf, and a sterotypical ranger, but remind you every so often that that chose something "different" and use that juxtaposition as a replacement for real creativity. It's my assertion that the favored class rule will deter that type of player, or lead him to try harder to make a chracter that is distinct. A player with a good character concept tends to be itching to try it out and will be willing to forego a minor bonus for it. To be honest, and I mean no insult by this, your argument is so subjective I can't even respond to it. How can you assert that someone playing a non-archetypal class is better or worse or an RPer than someone playing an archetypical one? It's an entirely subjective argument, because it relies on an accurate assessment of who's a better roleplayer, and that can never be determined. -Steve ![]()
![]() Coridan wrote:
These are the current pathfinder rules for Reincarnation: A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged.Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject’s racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores. The reincarnated creature gains all abilities associated with its new
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![]() Shadewest wrote: See, I challenge you to make your dwarf fighter exciting. I've seen more interesting dwarf fighters and elf wizards than those who played odd combinations. That's where I've seen players fall to the stereotypes as a crutch. How is it an odd combination to have a dwarven rogue or a dwarven ranger? These are core classes, and should be available to all the races. They are available to all of the races by *definition* actually. If you have a dwarven city, there will still be a sizable portion of the population who are sorcerers, wizards, paladins, rangers, rogues, and monks. Not all elves are rangers and wizards, nor should they be. You've put the race concepts in far too tight of a box. -Steve ![]()
![]() Yeah, this is exactly the sort of thing I envisioned. If it were used to replace the Preferred Character Classes, I would add traits that improve abilities relating to Bard and Sorcerer classes (Sorcerer's ok, actually, but Bard could use more, maybe). I realize that you just did that as a demonstration, of course. -Steve ![]()
![]() Dennis da Ogre wrote: Calling it a penalty or a bonus is irrelevant, the effect is that it discourages non-favored class/ race combos. This goes way beyond the effect of the favored class rule in the core SRD which only effected multi class characters. Indeed, power creep is my primary concern with the skill/hp bonus as well. -Steve ![]()
![]() Robert Brambley wrote: Like I've said - I think the favored class should have ONE class per race (the historically cliche class/race combo), and allow for a player to choose a second class - so that you can still multi-class freely among the cliche' class and the new one without missing out on the benefit of the favored class, OR choose a single-class option that is outside the standard cliche and still have the benefit. Robert, thinking about this, it's not a bad idea. All things being equal, I wouldn't be too upset if this became the default rule. That being said, I still question the need for a HP or skill bump. The classes and races have already been decently up-powered, and 20 extra hp or skill points isn't nothing. I wonder if there are more flavorful means to convey advantages that the races have with certain classes? -Steve ![]()
![]() Shadewest wrote:
It's not necessary. Why encourage the archetypes this way when the ability scores of the races, and their accompanying features, can accomplish that more effectively and flavorfully? The encouragement becomes a straightjacket. It seems like you agree that the classes have been modified enough to encourage people to follow through with 20 levels of them. If that's the case, aren't there better ways to encourage stereotyping? -Steve ![]()
![]() Dennis da Ogre wrote:
That would be unbelievably overpowered. -Steve ![]()
![]() Asgetrion wrote:
Why not give them the skill bonus and the bonus to Wis? Wis works for Half-Orcs, regardless of the racial characteristics of the 3.5 Orc -Steve ![]()
![]() quest-master wrote:
You're also forgetting 2+ classes within one level of each other. The racial traits option does not add any extra paper work if the starting default abilities are reduced, and a set of choices made available from a bank of options. Essentially, you're already writing down that a gnome has the spell-like ability to cast prestidigitation. Now instead of writing that down, you might write down that he gets +1 DC to illusions or something like that (to pick a bad example off the top of my head) assuming you picked that trait. -Steve
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