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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
I've decided to create a thread entirely for the discussion of these concepts, especially in terms of their replacement of the preferred class abilities and their replacement of racial characteristics. So far, discussions have included using "cafeteria style" (I like that image) racial traits or feats to replace characteristics of the races deemed "cultural." Racial traits, feats, and sub levels have also been discussed as an alternative to the preferred class bonuses. I'd love to get designer comments on these ideas as to whether or not they are feasable. In the discussions I've seen over this past week, I've seen a growing level of support for them, and I'm curious if James and Co. find them at all feasable. -Steve
OK, I've got to talk about this: Halflings treat weapons with the word "halfling" in it as a martial weapon. They are proficient in slings. A) There are no weapons with "halfling" in the name. B) Slings are simple weapons. The only class that can't use them (inexplicably) are wizards. My suggestion would be to have halflings proficient in either the net or bolas. Alternately, they can treat these as martial weapons. I could also - possibly - see them proficient in hand crossbows. My second topic here is about humans. I'm one of those who also disagree with having them be able to pick a martial weapon. Humans already gain a free feat at lvl 1, which they can use to become proficient in a martial weapon if they so with. I have trouble with the notion that Joe Dirtfarmer is highly familiar with the exquisite art of two-handed katana weilding. -Steve Bennett
I'd also like to comment further on the area of +1 bonus hp. Many of the classes, especially those most vulnerable, have already seen a bump of +1 average HP per HD, and healing abilities have been increased to a large degree with the expansion of the cleric's Channel Energy ability and the Paladin's Lay on Hands. The intent of these changes, as discussed before, was to increase the so-called "15 minute day" of PCs. Personally speaking, I feel that the 15 minute day generally tends to rely more on spellcasters burning their most powerful spells in every combat, and compensations have been made here as well by including unlimited-use abilities relating to most spellcasting classes. However, I understand the argument in general that more healing, especially healing outside of combat, is good. My question is, is that +1 hp really necessary with the inclusion of other healing abilities? Personally, I would be content with a +1 skill bonus, which I find to be a valid bonus, and at the same time not overly punative to lose out on. Comments? Objections? -Steve Bennett
I tried posting this here earlier, but I don't think it went up. My group playtested CMB and Channeling this past weekend. They're 6 4th level characters. We have a Spirit Shaman, a Warblade, a Generalist Wizard, a multiclassed dwarf cleric 2/totemist 2 (from Incarnum), a ranger, and a rogue. The current adventure that the party is on is gruelling for a low level group. They have several encounters in excess of the standard CR and encounter number recommendations, and are on a clock so cannot get rest. For this reason, it seemed like a good opportunity to test out Channel Energy and see if it extended the group's durability. In addition, I wanted to include the CMB rules and see how they worked during combat, and whether it increased the likelyhood that they would be used. Overall, I found that even as a lvl 2 cleric, Channel Energy was good at extending party durability without toodirectly changing the outcomes of individual battles. Since he didn't have the Selective Channeling feat, he couldn't use it in combat without benefiting his opponents. Instead it was a good way to heal up the party after the fighting was over, thus extending the overall length of time they could go before needing rest. The party didn't utilize CMB, though one person did discuss using it at one point, which is more then they've ever talked about doing in the past. I had several NPCs attempt different maneuvers, mostly bull rushing, all to failure. CMB DCs seem to be very dificult for low level characters to overcome, especially for the DM's NPCS, as they tend to have lower HD on average then the PCs, which makes it a much more difficult DC to overcome. The one question I have: can other characters use Aid Another to affect Combat Maneuvers? -Steve
This was something that occured to me recently when I was reading a discussion on multiclassing. A lot of people complain about Prestige Class Dipping leading to overpowered or broken characters that take advantage of loopholes in the rules. Similarly one of the things that many seem to like about the 3.X systems are the freedom of character options it allows them to have. Thinking on this, I became curious if there was a way that you could slow or limit the incessant dipping into PrCs and character classes while allowing people who really wanted to go for it to keep their options open for unique builds. I'm wondering what other people think about this commonly-heard grievance. I'm also curious if anyone has a possible solution to the problem. As an example, one solution I came up with is to impose a penalty similar to the XP penalty that is imposed multiclassing into too many base classes: Players may choose a prestige class for their characters so long as they meet the base requirements for that prestige class. However, for each PrC after the first that they take a level in, a cumulative 10% Experience Point penalty is enacted.
I've seen threads addressing aspects of this, but I have some concerns. With the updates and slight up-powering given to PC races, shouldn't monsters receive a similar bump? My concern here is primarily for the lower levels, as the relevant powers generally aren't as much of a factor once you get past level 8 or so. I'm also curious if there are going to be any fixes applied to level adjustments. Also, does Paizo intend to put out a Pathfinder DMG and MM in addition to their PH?
So obviously, the 3.75 rebalancing has increased the power in several of the core classes. I'm wondering if there will be any guidelines that discuss updating other non-core base classes and PrC's to 3.75 standards. I looked it over in Alpha 3, and don't really see anything, though there is discussion of updating monsters and NPCs. My concern here relates, obviously, to compatability. Players using or dipping into non SRD classes can end up severely hampered, reducing the likelyhood that groups will want to adopt the changes. I've scanned the boards, and haven't really seen this issue addressed. Any thoughts, or have I just missed the discussion? |