In my younger years, before my girl and my job, I spent a great deal of time both playing and reading 3.5 material. 8 or so years of play will help you know the rules. As for GM preparing, I also don't have the kind of time I would like. It's about using what time you do have wisely. Know what happens in the module, know the major encounters, and know where to reference weird abilities.
...I'm not sure why, but this looks better to me than other defense roll systems, even though the actual rules are the same as others, just with more meat. I don't really like the weapon clash (idea from Dynasty Warriors?), just because it's yet another round of rolling in an already long combat system. It might be better to just have the attack hit. On a critical fail defense, make it a choice - attacker may take a critical hit, or attempt a combat maneuver of his choice as a free action.
Wiggz, the game you are talking about has been invented, and not just by you. GURPS is a full-on point buy system that is as complex as you want through the use of optional rules. It's really superb. My group basically does what you're talking about, pending GM approval. It doesn't break the game. As long as all the players are on the same power level, there's no issue.
Lord Pendragon wrote:
As a young man who should be a father within a few years and also lost his dad at a young age, this was very meaningful to me. Pendragon is 100% spot on. Let it ride. Have fun.
If you're going to give fiat bonuses, it's critical that everyone is in the same page. Your +2 description might be worthy of a +4 in that player's head. If you want players to get into Role-Playing and description more, your best bet is to say "this is the kind of game I want to run." They'll either go for it, or they won't.
The base paladin code is more than adequate, especially when you add in the extras from "Faiths of Purity". I think just talking out the base and extended code with the player and each individual Paladin deciding what each aspect means for him personally. Legitimate Authority is a good one. Simply being the lawful ruler may not be enough if he's evil. Some Paladins may seek a rebellion, while others may not.
It's the way things have been since, what, third edition? Casters get options. Martials get numbers. It's a dumb paradigm, but that's what it is. I will say the game is fairly balanced if you play it the same at 20 as you did at 1. That is, get a quest, go to the dungeon, kill the monsters, get the treasure. When you start making your own quests, that's when casters take over. ...If you're determined to go with a parry system, I'll pitch ideas, but I need some time.
Duelist is not hard to qualify for. One good feat - Dodge - two "meh" feats, and 4 skill ranks. Duelist is fairly strong, as is parry, not to mention INT to AC, and +2d6+level damage permanently. Also lots of other neat abilities. That said, I have no problem with your idea, but Pathfinder simply does not incorporate active defenses outside your turn well. Even Parry is clunky. Parrying is nice, but if you really want mundane characters to have more in combat, they need to be able to ignore physics at higher levels like casters do. They need to be more like the characters in wuxia films like "Hero" and "Crouching Tiger Hidden Dragon". Then they will gain some power and be able to do things casters can't replicate.
Skill tricks were fantastic. That alone would be super. While I didn't like all of them, the concept is solid; just make it possible at certain ranks. I actually really liked prestige classes, and my groups rarely dipped. I liked being a "Initiate of the Sevenfold Veil" as opposed to an "Abjurer". It's unfortunate they're not quite as good, but they are still decent enough for my group, but I'm the only one who had interest. Marthkus is right about feats. That "Unseat" feat was one of three parts of a "Tactical Feat" in 3.5. Those feats had neat abilities, but as they said in the book, "...individually not strong enough to justify a feat". So it came in a package of three abilities. I was stunned to see it alone in PF.
Lord Pendragon wrote:
I want to second Pendragon's sentiments. I've have my characters abused in more ways than one because when I mentioned the character to everyone they're like "That sounds cool" then when we start playing I suddenly become everyone's favorite PC to shit on. Lavode - and you too, Pendragon - are always welcome as a guest player in my games. You ever find yourself in southern Louisiana, let me know. EDIT: Forum auto-changes ones' profanity. Didn't know that.
To Nargrakhan:
You get +47 permanently for referencing the Mammon Machine. I love Chrono Trigger. I'm also interested in those games your referencing that are more popular in the east - expect a PM at some point. In PF, the 4 classes that I think are the most balanced against each other (that aren't full casters) - the Bard, Inquisitor, Paladin, and Ranger. These classes all have something in common. They are all either partial or half casters. Their spell lists are more limited than the Sorcerer or Cleric list. Their spells all have a particular "theme" to them. They all have a specialty they are the best at, but none are useless outside their particular niche. To me, this party is ideal for each PC occasionally being the "king" of an encounter while always being useful and having a second or even third way to solve a problem. No one overshadows the others. It's great. I like the idea presented above about removing the spells and leaving the slots - I would leave spells up to 6 and leave the slots for metamagic and the like. I've been playing GURPS lately in a homebrew setting - despite a few of us being dedicated casters (my character included), the martials are never behind. It's partly because HP are always low - one good hit can drop anyone. It's also because spells are costly enough (in fatigue, typically) that you can't just throw them out willy-nilly. Although I run the PF game for my group right now, I imagine that if I run a fantasy game again (as opposed to another kind of tabletop), I'll likely go to GURPS simply for the impressive balance.
I'll definitely pay attention to such a guide, cartmanbeck. This conversation is already very intriguing to me. I have long been a proponent of overall wizard superiority in most campaigns. The sorcerer is just so much.cooler, though. I would love to play one that isn't locked into a few strategies. I'm considering a guide myself for something similar. I think I will explore the possibilities of a Generalist sorcerer using Words of Power. The existing guide for WoP sorcerers is supremely good, but I think this niche could use some further exploring.
I don't think it's too bad. Even essentially works the same, so it's only a minor bookkeeping increase. I've thought about something like this before, and had a similar system. I think this is probably a better way to go about it. If your group is dissatisfied with odd numbers being so...useless, this is a capable system to fix the issue.
Words actually work pretty well, especially for.spontaneous casters. Word casters lose out on a lot of spell effects that just aren't duplicated. On the other hand, it is incredibly flexible. I find them no more powerful than normal casters. And they have less narrative power, so they end up being easier to handle than regular casters once you know the system (which does take some time and effort).
MrSin wrote:
I'm not familiar. We almost always stuck to core. I do agree with the premise of "these are your choices, make a choice". Part of why I like the ARG for core races.
MrSin wrote:
You mean like Deep Gnomes or Sun Elves? I've never seen races like that outside a campaign setting.
It's true that a reprint would be undesirable. In the RP section, you could mention which ones are best for each type of paladin, color-code them based on how well they mesh, and give an overall assessment. "For the merciful paladin, Shelyn's code is excellent. Preferring to kill only the irredeemable, her paladins seek peaceful solutions, encourage finding the best in people, and attempt to turn evil to the light." Something like that?
You know, when they printed the core book, they did do away with some racial preferences. The Arcane Archer used to be restricted to elves and half-elves. The Stalwart Defender was the Dwarven Defender in 3.5. It's curious that after breaking racial barriers, they would turn around and build them back up again.
With Zhayne on this one. Take the halfling trait "cautious combatant", I believe it's called. When you use combat expertise, the penalty to hit is decreased by one. Nowhere in the description or the mechanics are halflings even referenced, except to say "halfling only". That baffled me. Now "steel soul" which specifically increases bonuses that only dwarves get should be racially specific.
No problem, Lincoln. You were close to the issue anyway. :-) I...don't see much of a problem with the spell, actually. There's two saves, one to negate, and one for partial effect. Most people have one of Fortitude and Will good. If people like this, why aren't your players going nuts for Phantasmal Killer? More useful when it works, and you can still loot the Guy.
@beej67 - last words from me, because we're off topic. I don't do it like in your experience. If the party earns an easy victory, I'm inclined to give it to them. It's when the d20 gets fickle that I step in. But your style is perfectly valid too. I don't think I'm nearly as transparent as in your experience. I try and keep it subtle. On topic - I agree with Claxon and Krispy. A GM is a member of the group, too. He also has desires and preferences. As a player, I'm inclined to let DMs have their way. If I don't like it, I don't have to play.
MrSin wrote:
How are players finding out? I fudge (and all my players know this, so yes, I can keep a group) when the situation calls for it. Keep the climactic encounter climactic. When I do fudge, I keep my.roll secret (all my rolls,.actually), NEVER tell my players, and make sure players are never penalized by my fudging.
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