PannicAtack wrote:
I'd argue that reaction is why watering it down is better. While going full grimdark might be something you are okay with- And I'll admit, I like me some full grimdark- it's not okay for a lot of people. And ultimately this wasn't necessary. Full grimdark has been maturely and immaturely added to games by GMs forever. We don't need this type of support for it. I'm not sure how to phrase this, but it feels much like the same violation of standards as if someone suddenly included grim dark without talking to the rest of the table. It's uncomfortable and even if I am okay with the grimdark topic in question the out of nowhereness of it would be grounds for me to stop a game and talk to the player about it. PannicAtack wrote: And honestly, 'collectors editions because suppressed content' feels a little silly to me. We're talking about a minor entry in a minor section. Like, did earlier copies of Ultimate Equipment become big items before the changes to Snapleaf? I dunno, I don't think that makes sense. I agree, nothing here really feels cult status worthy.
Shaudius wrote:
You do bring up a good point. Critique like this can remind us of the outside force of the 80ies that was trying to demonize a game we all love. I remember before TotalBiscuit talking about how sometimes people in his age range can be particularly kneejerk because of the implications. Yet, every industry should have standards and some respect to the morals in which it is being released. People are expressing their negativity to this industry releasing the material the way they did so. Most of us are not orators. We don't always react in a manner that makes it easy to respond to. When there is a crowd of uncouth auditory tools, perhaps even deaththreats, it is easy to dismiss as childish or immature. It's easy to justify a lack of being able to express one's outrage as being outraged for childish reasons. However, let me share with you one of my favorite quotes from Martin Luther King Jr. "A riot is the voice of the unheard." When in a mass such as that the internet gives us it is near impossible to make our voices matter to those around us. Perhaps sometimes these mass threats and negative attention are unjustified or justified for dark reasons. However, I would implore everyone to try to understand intent. Understanding is a gift of humanity, and a lack of it our greatest bane.
Perhaps whether or not it is okay to include truly terrible acts of evil at a table should depend on the table. Perhaps it is acceptable to include setting material to support the darkest paths. It's not okay to include a deific obedience style ability for this. We don't need deific obediences for NPCs. It's not a helpful GM tool. It's a format that invites players to look at and consider it. For such pure evil a line about his followers' actions would've been more appropriate. It's not okay to include as little warning as this book does. Warning are not about existing or not. They should be appropriate to the content within. The warnings in similar books of DnD's history were far better at exploring the ideas of clear consent to use such materials this book pays lip service to. It's not okay to do so while the issues of sexual abuse are being laid front and stage for American without some respect to the context into which the material is being released. It's not okay to be slow to act after realizing how bad this is.
So, here's a thought. I was looking at Spheres of Power again and then at the clunky "Combat Training for Non-Spheres of Might Classes" table. So, why not handle non-spheres of might classes the same way spheres of power did? A more personal approach would be more fitting. Especially for classes like the Rogue that would focus on scout and scoundrel type of spheres. Spoiler:
Combat Training
A rogue may combine combat spheres and talents to create powerful martial techniques. Strikers are considered Proficient practitioners. This replaces the rogue talents gained at 2nd, 6th, 10th, 14th, and 18th levels. Roguish Intuition
As an aside, I wouldn't mind that treatment for Spheres of Power characters either. Giving an update treatment to elementalist, mageknight, and maybe even combat hedgewitch would be aces. (Forgive me if someone suggested something similar already. I haven't read through all the thread.)
d'Eon wrote: Now the thing that keeps me from using the katana and just sticking with fists is this: a CR 12 creature has 160 HP according to the table. Both monks will drop their foe in two rounds by themselves, or one round if they have a buddy putting out at least as much damage as them. So why bother with the katana and multiclassing if it isn't enough to go from two-shotting an enemy to one-shotting them? This is actually a fairly interesting and often overlooked point. What does winning the DPR Olympics actually do for your character? Of course, not every monster is the average. There can definately be those that are abnormal. And though the Katana might be more costly, I am not sure multiclassing on a martial can be counted as a real disadvantage. I don't think Monk has thay much stuff that loosing a Monk level is a big deal. And furthermore for most of your career (barring games that stop at level 12) you will be ahead a little bit more because 12 is a key level for unarmed strike damage. Honestly, I will probably never play either. But from what is presented the Monk with the Katana has a much more tempting target for enchantments than the unarmed Monk.
*flails into thread* So, the first book... Is litterally pages from finished. I have the art and over 90% written. In fact, so is the second book. The bad news? I hit a writting block of epic proportions. The intress expressed does help me power through it though. Riflestorme wrote: This is exactly what I've been looking for for literal weeks. I hope this is still in development; if so, my journey may finally be at an end. One thing though: any chance of a feat/archetype that'll tie class abilites to DEX or CHA? I'm not above bribing you to include one. For general purposes, chapter 2 will be more up your alley as chapter 1 will focus on elemental races. That said, chapter 2 might hit hot off the heels of 1 since I have delayed FAR too long. (Curse this block!) And Chapter 1 has a lovely set of feats and wild talents for Cha as well as style feats for earth based around Str. Even though they are focused on the elemental races, I did try to put a bit of a basic starter kit of general feats and talents for all to help make builds buildable.
You have to play a Rogue like, well, a Rogue if you want to beat that challenge. In other words, there shouldn't BE a combat. There should be a surprise round and a lot of Batman style prep. Work out which instant kill is your best approach, and then stick to that. Be the Wizard's BFF able to lie out your teeth and backstab him. Sneak up while he is asleep. Something like that. Of course, in theory sneaking up while a Wizard is asleep at level 20 should be a problem if he chooses to be on another plane. Divination is less of a problem than people would believe. Among other things you have two talents that avoid divination spells for DC 15 + Rogue Level. Being careful and aware of the different spells that can track people will make it relatively easy. If the Wizard was instead a Psychic though, Akashic Form would screw you incredibly hard. Divination Wizard's Forewarn is tricky to outmaneuver too. But, it's definitely possible.
cavernshark wrote: The Havocker does not select a patron, nor do they receive patron spells. The text should probably include a note at the bottom of the ability where it usually says what it alters or replaces, but I don't see how you can read the replacement ability description and come to the conclusion they do keep a patron. Because I didn't believe it could possibly be that bad? Because I assumed from the poorly written flavor text it was implying in addition to parton spells? Because the standardized format tells me if it is not at the bottom it is not traded? Because that level of terrible just can't be believed? Because honestly, what? I'm sorry. I still don't believe you. That can't be right at all. Nope. My brain refuses to accept this information. It is not at the bottom. They have to remain. Your patron grants you a disipline as well. I'm... I think I am actually in the denile stage? Let's assume for a moment this heresy is true. In that case... Is the Witch spell list really good enough to make it a Tier II class? Or is this a Tier III archetype?
ryric wrote: I still don't see the actual problem here. If you like the power of a different bloodline or school better, take that different bloodline or school. We are. That's the problem. Shisumo wrote: It's not a "line of thought," it was the explicit reason given by Jason Bulmahn during the PFRPG playtest. The fact that not all of them actually balance doesn't change the fact that that's why they exist and don't scale. And think of how much we have learned to now know that line of thought isn't good enough!
Paradozen wrote:
Wise man once say, meh feat to make bad ability meh is feat wasted.
Ssalarn wrote: Also, the Weapon/Armor Master's Handbooks are band-aid fixes whose main benefit is making people feel like there's a solution. Virtually none of the Fighter specific options actually come online until 5th level or later, so you can fix your crappy skills right around the time everyone else is jacking their skills to a whole new level with magic or unique class features. The Fighter never actually catches up to any other class, he just gets somewhat less behind. I actually just view them as very nice archetype options rolled together. They don't really fix anything though. The power curve of Fighters is the problem. Not the options. Sidegrades are great. But if they are balanced like a new weapon in TF2 it wouldn't fix a bad class. Regardless, the Fighter's core concept would require a PHD to build well. You need it to find good weapons in Pathfinder.
I think Paladin is probably the best option in terms of powerful character. And Lawful Good is not a bad alignment for a magical girl, even though it means you can't play with a social alignment as much. Synergist witch is maybe not remotely the best option, but certainly a funny one as you can combine with your OP pet in a magical song and dance. THIS ISN'T EVEN MY FINAL FORM! ...actually, I say not remotely the best. But it does end in the word pounce and full casting. Not the best full casting, but full casting with Pounce while you are, well, a Vigilante. Even with casting archetypes Vigilantes are plenty capable in a fight and with pounce and the transformation school you can go all Maleficent and dragon someone to death. Personally, if you did do that I would go with Winter Witch too because it's fun and you really only give up like 1 hex and then 1 CL if you decide on the great PrC.
Eh, I'm bored. I'll bite. Neutral Evil Charm
Valana, Lady of the Souls Subdomains: Lust, Wind, Souls, Ancestors, Wards, Corruption Valana does not take souls beyond, rather she is said to trap souls in the sky. Phantoms, those in the ether, revere Valana as their patron saint. Most of her worship comes from these departed ones and any mediums, spiritualists, or similar casters they speak to. She is said to be an alluring call from the winds. A siren of the sky guiding souls to be trapped in runic alters. Her corporeal followers often put out extravagant banners hoping to gain her favor and be visited by a spirit of their ancestors they lost.
Kobold Cleaver wrote: I'm legitimately curious. At low-level play, they seem pretty on-par with the bard, barbarian and their peers. Hell, at low levels, you'd be pardoned for thinking cleric and rogue were entirely on equal footing. It's always important to remember in these things that at low levels the Caster Martial disparity doesn't really exist. I'm no expert on Caster Martial disparity, but E6 games are often cited as a good way to eliminate the Caster Martial problem. Probably still a bit of disparity for a 3e or 3.5e game. But for a Pathfinder game E6 means most casters are just on the cusp of where they will break the game. As for Cleric, well. Second best spell-list in the game and they have access to all the spells for free. That's pretty killer.
So, looks like AMH is up on the SRD. Good news! Let's check it out! Okay, well, there are three decent armor training buffs... the rest... why am I giving up armor for skills? Ugh. Okay. Let's look at the feats. Quote:
Okay, so someone might look between Weapon Focus and this and say, "WOW, that's perfect!" But, to me this looks absolutely terrible. See, I have seen this feat before. In fact, I was a huge fan of it. I love me some heavily armored characters. I love me my mandalorians and spice marines. So, let's look at this old 3e feat from the Star Wars RPG. Quote:
Okay, so the first thing that stands out is a much less uniform and more interesting name. The second thing is that the benefit here is almost strictly better. We get Armor Training. Just, straight up Armor Training as a feat. No problems. Is this broken?
Quote:
Okay, so yes. Defender of the Society is by far on the upper end of traits and these can't both be taken. Still, it establishes a power baseline. And there is that drawback included of only one set of armor. Remember, Armor Familiarity comes from a game where the power curve was much lower. This is an age where Dodge was against 1 guy. And it served a perfectly fine and balanced part in that game. Now, we step into a modern age and... Offense > Defense. I'm sorry, but that's how the game works. Weapon Focus for Armor is TERRIBLE as a standalone feat. Basically, you are paying half a feat now for AAT later. Sigh. I suppose I would be happy with it if it gave effective Fighter levels for the improvements of AAT. But, I can't see how written it would. If there was a line saying your effective Fighter level for the purposes of feats count as your Fighter levels... Yea, then Martials could have nice things. EDIT: Sorry, I had a moment of wishful thinking there. Of course it would be even worse than letting you get Advanced Armor Training. I really wanted to pretend this feat had a point. Basically/TL;DR: Why does Improved Armor Focus exist as a separate feat at all? The second effect of Improved Armor Focus doesn't even do anything as written. Why??? I don't get it.
...can players pay more? Letric wrote:
Try reading the Perform rules. Personally, I would like 2-3 for 3d6.
mourge40k wrote:
I suppose it really comes down to what you are comparing Daring Champion to. The problem I always have isn't really whether the Daring Champion is better statically. It's that a two-handed or two-weapon Cavalier is just going to be a better damage dealer than Daring Champion. And the loss of Mount is PAINFUL. Don't get me wrong, the synergy with Order of the Eastern Star is great. That is totally worth it. But previously Orders range between meh and terrible. I think there is like one legit Order for that build before then? By contrast, there are a few Deeds in Swashbuckler that are interesting. Maybe not great statically, but they bring something cool to the table. Like Menacing Swordplay.
Kalindlara wrote: It's not a bad choice if you want to build around a particularly feat-heavy build (especially a Dex-based one) and want better skills than a fighter. I've got a couple in the works - a kitsune nine-tails build using Nine-Tailed Scion, and a Divine Fighting Style (Cayden Cailean) build. ... How did I of all people not think of that? I guess I just didn't consider that Nine-Tailed Scion would work and also I really love Kitsune Trickster for the Int to skills and Charm Person. But, yea... all those Fighter builds that focus on Nine-Tailed Scion could easily be Phantom Thief and probably better as a result. I guess at that point you are playing a really funky wizard with heavy mundane skills.
Ranishe wrote:
Almost certainly. I really think there needs to be a few ways to broaden Weapon Focus and subsequent feats. It feels like a rather large gap in the design that makes things like going TWF with different weapons not really worth it. Board and Board is a better playstyle than Sword and Board because you have to do something to get that sword to work. It's obvious to see from the designs used in WMH that the way Weapon Focus and such work is outdated.
Paradozen wrote:
*looks at all the classes and archetypes that steal Rogue Talents* Oh yes, that seems very different from Rogue Talents.
swoosh wrote: Cavalier Ooooh, don't even get me started. If you just hold up Cavalier level progression next to Fighter their problem should be abundantly clear. Other classes have skinny levels, they have +1 damage on challenge and 1/d uses. That's increadibly unimpressive next to any Sneak Attack class. Most if not all of the power a Cavalier has comes from a limited selection of phenomenal feats that make the class work and drive them into a suboptimal fighting style. Which means that Snakebite Striker can just take the feats to do you gimmick better than you by having always on Sneak Attack while mounted. Oh, and you can just take Horse Master after having the best parts of the class and throw it out the window. So the class is worthless right? Except there are three orders that are heads and tails above every other! On top of which the Dwarf FCB is just absurd and Half-Orc Huntmasters are just plain stupid in terms of companions. *rips hair out* GAAAAAAAH!!!
Alex Trebek's Stunt Double wrote: Do one for Toddler dwarves getting +4 dodge bonus against giants! Don't forget to work in their effective use of Warhammers. Alright, guess it is requests night! Ahem. Long ago, there was a dwarven lass
A sudden sortie deep within the mines
This child knew he would slam her
It truly was a sight to behold
Upon his corpse she made her bed
Matthew Pittard wrote: I also didn't like Atlantis. I think they had a good thing when they went for a civilian administrator, and then someone along the line they decided they just couldn't do a show without Earth being at threat so gave up. The safety of Earth yes was a central premise in Sg-1, I just wish it hadn't become so in Atlantis. Some of the characters did feel like copies of Sg-1 . We had a sarcastic type in Sheppard (O'Neil), a smart scientist in Mckay (Carter) and a Teal'c type in Ronon Dex (and hell the showed played up on their similarities). ...as if Rodney McKay wasn't the high lord of sarcasm. I mean, I get what you are saying, but Rodney did a really amazing job of distinguishing himself from the others. He's easily one of the best reasons to watch Atlantis.
Charon Onozuka wrote: and a grandmother skilled in use of the garrote. Grandma just freaking straggled Santa. Walking home from our house Christmas eve.You can say there's no such thing as Santa, But as for me and the police, we believe. She used a freaking hook shot to get it, And had a killer dexterity score. Aided by two free +2 wherever she pleased, And she used a climb speed to get into the sleigh. When they found her Christmas morning, At the scene of the attack. She had hoof shoes on her necklace, And incriminating Claus marks in her purse.
Saldiven wrote: I still don't understand why people have a problem with Feat Trees. Sure, some suck when a pre-requisite Feat is just crappy, like Combat Expertise, and there are some Feat Trees where the Feats are weirdly unrelated to each other. However, the concept of a Feat Tree is perfectly ok with me. As a concept, they are great. You spend resources to gain a more powerful effect. In earlier 3.Xe this was generally planned around intentionally. But, there was a big gap between casters and martial and Pathfinder increased the power curve by a lot on featish things. As a result, feats that were once acceptable are now legacy hangovers that are too expensive.
But... but... we already had the final Fighter thread! D: Azten wrote: It's a class. It's a good class. It is not a spellcaster or skilled class. Leave it be. It's interesting to see this opinion. Not common on the boards. Personally, I would say that the game's problems are probably the other way around. There are terrible feat trees and narrow feat focuses, and thus Fighter is held back.
Adahn_Cielo wrote:
Well, they can take levels in them and of course Kineticist doesn't play by psychic rules so they can Kin it up all they want. They can also cast with all of the psychic casters if they use the Logical Metamagic on everything with components.
Claxon wrote:
...see, you said no, but then you described yes...
Owen K. C. Stephens wrote:
Just a random thought. Maybe there should be more things like the Magus where you don't get all proficiencies right off the bat, but as class features as the game goes on. Oh, and yea, POWER ARMORED CONFIRMED!!! YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE- *coughs* Sorry about that I seem AND JETPACKS CONFIRMED EEEEEEEEEEEEEEE- I seem to have some girly squeals stuck in my throat... Ahem, regardless. I think a good design would be to slowly get proficiencies. Maybe something takes both Heavy Armor and Powered Armor proficiency to operate. Maybe it's worth burn a feat on. But more to the point, are mundane options to modify kit going to be featured? That's the important question for me right now. EDIT: Oh, and Jetboots! Can't forget will there be Jetboots? Having such a cheap and powerful, but still very limited in uses, option saved my rear a lot in Star Wars d20.
Mr. Bonkers wrote: In other scenarios I usually do not try to outshine the rest. The character actually has a phobia for swarms and ghosts (anything that gets past his armor, he is actually a coward who only feels confident due to a layer of steel between him and the rest), and has absolutely no face powers. But since combat suddenly spawns in PFS, and usually next to my character, I feel obligated to hit it (I'm a martial, afterall). Everytime I use PttW however, fellow players are suprised at the sudden increase in damage output. Maybe it is just an expectation thing surrounding the rogue at our lodge that it is viewed as too powerfull. I would say so. Gaming groups tend to be insular communities. It means that for them, the same general perception and ideals will come about. I honestly feel this is just a thing with the concept of what rogues should be doing and defying that expectation rather than anything that needs to be changed about the game itself.
Raltus wrote: I thought if you had a level in fighter or such you couldn't take a level in brawler? Since Fighter is the parent class I could be wrong though. P sure that was true, but then wasn't after they went official. Honestly, it seems like the problem the OP has is two fold. The first is one player who is stealing the spotlight in combat and fustrating others. That is a problem that can be solved through RP. Since the player is here, maybe just sometimes not get involved in fights for RP reasons. (Too cocky, arrogant, busy praying, unworthy opponent...) The second problem seems to be the idea of what a Rogue should be doing. For me, a self reliant Rogue is the baseline. Not having a flanking buddy. Rogues in terms of themes and mechanics to me have always been about dirty fighting. This isn't any worse than Pack Flanking or a good Feint build. Or just being able to go invisible for that matter. If anything, the heavy shield trait is a touch strong maybe? I dunno, doesn't feel that overpowered. But still definately a very strong trait.
N. Jolly wrote: On topic, I've been really looking forward to getting more dragon support. Things like the draconomicon from 3.5 were awesome books to me, as was Dragon Magic, and I'm hoping this book is more something along those lines, giving the power of dragons to PCs. I will admit it could be cool if we received an effective draconic template for PCs, as playing a draconic lizardfolk is basically everything I've wanted in life. Yesysyeyeysyesyesyesyesyesyesyes. |