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![]() ikarinokami wrote:
I'm sorry, but that's not how the math works on that at all. You're thinking in percentages when you should be thinking in separations in absolute value terms. Let's take an example. Say a monster has 40 ac at 20th level. Your non optimized character has +25 to hit, and your optimized character has +35. In this case the non optimized character needs a 15 to hit, while the optimized character needs a 5. Now we'll add level scaling. The monster has 60 ac. The non optimized character has +45 to hit, and the optimized character has +55 to hit. That's a much bigger percentage! Unfortunately it doesn't matter. The non optimized character still needs a 15, and the optimized character still needs a 5. What matters is not the percentage difference, but the absolute difference. There's no decrease in skill gap, because everyone gets the same bonus. ![]()
![]() Nathanael Love wrote:
I think a lot of what's listed here is griping over things that are different because they're different, and a lot of these things are actually present and are being misread or misinterpreted. That being said, I think that the general feat options are very very limited, and could use some expansion. Some of these options do need to be moved back to general feats. ![]()
![]() Crayon wrote:
Please see the vast, vast, vast amount of forum threads that complain about balance for reference that you might be in the minority. Oh, and I call bull that you don't care about balance. I find it unlikely that you'd play a first level commoner in a party of 10th level wizards in a combat heavy campaign. Balance is actually pretty integral to most people's fun, even if they want to act above it all and don't want to admit it. Pathfinder is a crunch heavy system. D&D based systems always are. If you were looking for this game to be fate accelerated, you're gonna be sorely disappointed. ![]()
![]() The Narration wrote:
The majority of the options you presented are straight numerical bonuses, present in 2e already, or so bad as to be laughable non-options. I'm utterly unconvinced. I mean great cleave? Come on now. I don't think you've run the math on armor training. A mithral breastplate will always be superior to a mithral chain shirt when you have armor training. You don't have to fully utilize your dex bonus, just look at the total armor class a piece of armor gives you. And it could do it without ACP or speed penalty. That's one of the huge problems with 1E. Plenty of options that are illusory because they're strictly subpar. They're space wasters. If you used light armor as a core dex fighter, you were gimping yourself for no benefit, plain and simple. The same exact thing you're complaining about in 2E. The point remains, you're not complaining about lack of options. You're just complaining that things changed. ![]()
![]() Orville Redenbacher wrote: So folks should just wait for 5-6 yesrs for the options they want? So the alternative is to publish 10 years worth of content in the core book? There are going to be less options in 2e than 1e, by sheer logical fact. It cannot possibly be anything else. If you were expecting otherwise you're going to be disappointed. ![]()
![]() The Narration wrote:
Sure, you could get whatever combat feats suit you, but did those feats enable new fighting styles? Pretty much no, they were numerical bonuses. I mean, you bring up a dex fighter from core? Ever tried to build one? They're garbage on fire. Good luck doing any damage ever past the first few levels. Like I stated earlier, its not choice, but the illusion of it And yes, there are abilities that don't have 1-1 correspondence in 2.0 to 1.0. Some things you'll get later, some won't be as powerful. This has nothing to do with options. It's just complaints about change because they're change. Fun fact about armor training for fighters in light armor, it doesn't incentivise being in light armor at all. In fact it does precisely the opposite, making medium and then heavy armor far, far better for dex based fighters than light. It essentially makes light armor a nonviable option, because it adds so very little to it. It narrowed your field, not expanded it. But just because an ability isn't universally useful for every build doesn't mean those builds are not options. Do you realize how many examples of that exact thing you're complaining about I could point to in 1.0? There's not enough space in the forums. ![]()
![]() Some more complex systems require a reading of all the crunch before the game is started. Starfinder was easier because it is not as big a departure from Pathfinder, a game you're used to. Not to sound cruel, but the whole rulebook should probably be read before starting character creation. Now does this warrant a reordering of the book so that some things are more clearly spelled out before the creation section? Perhaps. But also maybe take it a little easy on the playtest, organization for new players is actually one of the hardest things to do for a designer. Think about it. You designed the game. You know precisely how it works. Everything seems logical to you because you made it, it's all so simple in your head. You can't possibly be objective about certain things. That's the whole point of a playtest, to get fresh eyes and see things that you can't see with experienced ones. Saying things like "saying it is just a playtest is not really good enough" is extremely unduly impatient. Make no mistake, this test is meant to help Paizo make a better product, it's not there for your benefit so you can play the new edition early. If you'd like to participate in making it better, great. If not, it might be prudent to reserve judgement until the product is, you know, finished. ![]()
![]() Shinigami02 wrote:
Fighter has 10 intelligence, knowledge is not a class skill, he has absolutely no mechanical reason to pump intelligence and if he does, he will gimp himself. Wizard has 18 intelligence, knowledge is a class skill for him. He starts seven points ahead in the skill, a huge amount. As he levels he pumps intelligence, because of course he does. By the time you hit level ten or so, he is likely another 4 points ahead of the fighter, giving him 11 more effective ranks in the skill than the fighter. He knows things the fighter can only dream of. The fighter is so far behind it's comical. He can take skill focus and waste a feat, and still be very very far behind. You forgot stat boosts to skills and how important they are. In first edition it's the same thing. ![]()
![]() The Narration wrote: Traits and archetypes might not have existed in the PF1 core rulebook, but feats did, and they gave you a lot more choice than PF2 seems to be doing. You got to decide what your character's fighting style was going to be. The PF2 classes seem to want to decide that for you. And while the fighter feats aren't necessarily any worse than their PF1 counterparts, you're having to wait about ten levels later to get some of them, like Whirlwind Attack or Improved Critical or Armor Training. How are class feats not deciding what your fighting style is going to be? I'd also hardly call improved critical or armor training fighting styles. They're just straight number buffs that don't in any way change how your character actually plays. That's really what the vast majority of options were in core, paint on a shell that really just works the exact same way as every other shell when you look at it honestly. It seems 2e makes an actual effort to make things work somewhat differently. That is actual choice, not the illusion of it. ![]()
![]() The Narration wrote:
You could always use a weapon and just take the untrained penalty. You also get access to more weapon options that originally stated. However, I didn't catch that in the playtest, I think that's definitely an issue. A general feat at first level would definitely be a good idea, no reason to delay that bit of customization till 3rd level. ![]()
![]() Visanideth wrote:
I mean, right? It's also very easy to say "more fun options for martials", but actually implementation is another story. You just want an ability to do another thing on your turn, so the three action system works for you. For someone else, they want that narrative power that casters get, the ability to actually change things more meaningfully. For them, kicking over a table doesn't quite cut it. The kind of things they want are the kind of things other people react violently to, like a bow critical immobilizing for example. They see that and go "But what about huge creatures! They realistically wouldn't be immobilized by a tiny arrow!". Understand the problem? ![]()
![]() Chris Kenney wrote:
Respectfully, I disagree. That's like complaining that other classes didn't have access to rogue tricks in 1e, or barbarian rage powers. Or feats further down in feat chains, or with stat requirements. Actual options in core were really quite limited, I invite you to go back and take a look. I'd argue that 2e is far more customizable , with actual options for choice between class features at various levels, not just being given a class feature and that's it. You're given a choice with what kind of bard/sorcerer/etc you want to be, not just given a class feature that literally every character that shares your class in the world has for your entire level progression. To address some of your criticism, what is stopping you from taking the weapon proficiency feat if you wanted to use a different weapon? Is that not customization? That option is not silo'd away, as you would put it. I'd also love to see 4 meaningfully different bards from core at first level that are actually mechanically viable. ![]()
![]() I feel for Paizo, because they have two opposing design goals. The first is avoiding these dissociated mechanics as you refer to them. Keeping the game feeling grounded in reality. Even in a world with dragons and magic and what have you, that feeling is important. It keeps players invested in the game and inspires good role playing. The other is fixing the good old martial caster disparity. The problem is that magic is pretty much exempt from constraint. It can do whatever and people will say, "A wizard did it" and move on. It will always have way more narrative power than the mundane. So the options are essentially: a) Nerf magic until it's capable of barely more than the mundane. At that point it becomes boring and stale, and the game becomes more gritty low fantasy. b) Buff martial stuff to be able to do the supernatural. You them get the problems outlined thus far in this thread. c) Leave it as it was in first edition. You then get endless balance complaints and wars amongst your player base. Threads about martial caster disparity that reach into the ten thousand post mark. Etcetera. I have no idea what the correct solution is. No matter what they do there will be a huge contingent of angry people shouting that they made the wrong decision. ![]()
![]() Artificial 20 wrote:
So I thought this exact thing so many times reading over the threads. I really struggle to understand how people are actually bringing this up as a criticism. ![]()
![]() I'm sorry, but this just seems like flat out bad design. Reminds me of the Truenamer in 3.5, aka the most broken and poorly written class D&D ever saw. Your DCs scaled up as you leveled faster than your ability to meet them. A level one Truenamer could use his main class ability on typical foes much more easily than a level twenty Truenamer could. The stuff you do should be more awesome as you level, not less. ![]()
![]() So I have no idea what the math behind the game is, or if one option is better than another, or if this even IS a problem Starfinder has, but I've noticed a trend in this thread I'd like to weigh in on. Game balance IS IMPORTANT. I understand people like the game. It has a cool flavor, the classes are interesting and unique, and the fluff behind those classes is important. The mechanics behind them are important too. I see others comment with things like "as long as it's not completely and utterly useless in combat, that's good enough for me, as long as the fluff is cool." What an incredibly low bar to set for the developers. Quite frankly it's nearly apologist. A commoner is useful in combat. Not nearly as much as any PC class, but it's always better than nothing. Nobody (or at least very few people) wants to play the commoner. It FEELS BAD to be that weak compared to the rest of the party. If a cursory reading of material (again I'm not saying this is the case, but from the opinions of people who seem to have read the book it might be) shows large power discrepancies between classes, that's a serious problem. It should take serious number crunching to find power differences, and they should be small. Balance does not mean exactly even power, but it does mean close. Game balance is a very difficult thing, and I don't envy anyone whose job it is. It is, however, necessary for a good game. Paizo has in the past done very poorly with game balance. It has also proven it can do very well with it. I think we do a disservice to not only ourselves as consumers, but to Paizo as a company, if we do not hold them to that standard of excellence we have seen from them in the past. Just my two cents. /rant ![]()
![]() Coquelicot Dragon wrote:
The thread had been (quite remarkably, actually) and is still pretty well reasoned and civil aside from you. You then come in with a sound bite sized comment obviously meant to be inflammatory. I posted to try and get you to stop being that person, by pointing out how transparent it was. Obviously my effort was doomed to fail, but what can I say, hope springs eternal. But whatever, believe what you'd like to believe. ![]()
![]() Naoki00 wrote:
So this may come out as an attack, but it is NOT meant to be. different strokes and all that, just how I feel. To me, the out there races are a gimmick, and somewhat a crutch. Sort of like, no need to develop a personality, there's one right out of the box for you, add seasoning to taste. I actually enjoy roleplaying humans the most, as it's liberating. A human doesn't have to conform to any stereotype, to any degree. It isn't defined by its race at all, so it can be anything you can dream up. Once again, just my opinion. ![]()
![]() Jarrahkin wrote:
Sorry, but I just wanna dispel this myth right here. I've played my current wizard from 1-13. I've NEVER run out of spells, and we've had multiple days with 6 combats for the day. 9 level casters don't need to cast their highest level spell each round to be effective. Often my wizard would cast one encounter winning lower than max level spell and be fine for the fight. That's how strong spells are. Furthermore, spell slots with a school specialization (or domain, or what have you) and high casting stat get so plentiful by level 8 or so that even in the case of a multitude of tough combats smart play will leave you with plenty of wiggle room. That and smart user of scribe scroll (the best feat everyone forgets about) make limited spell slots almost a non issue. I'm excited the fighter is in a better place. But it's compared to other martials and some 6 level casters (stupid broken summoner). Speaking from experience, 9 level casters are still in a whole different ballpark. ![]()
![]() Glorf Fei-Hung wrote: I'm not sure exactly what you're referencing... most of the points you make are things fighters have straight out of the CRB... So it's not like there's some massive shift in what fighters are now vs what they were at any other point in Pathfinder's lifespan. As I said in the post, advanced weapon training seems to be the main culprit (weapon master handbook, NOT the same as regular weapon training at all). Weapon styles, advanced weapon training, advanced armor training, and archetypes are all not in the core book. ![]()
![]() So I was looking at making a new character for an upcoming campain, and decided to look at a straight fighter to challenge myself a bit. In my current campaign I'm playing a wizard at 13th level, and the power discrepancy between me and the rest of the group has gotten a little out of hand (I'm the only caster in the group as well, which only magnifies things). However, I was really surprised at how much better the fighter is since I last looked at it. Advanced weapon training seems to be the main culprit here, the options it gives you really shore up the fighters weaknesses. Poor saves? Not anymore. Horrible skills per level? No longer a concern. Heck, it even looks like they made throwing builds viable (never thought I'd see the day...). This, combined with some of the new weapon style feats and advanced armor training stuff, and even some nice archetypes (looking at you lore warden), seems to all come together and make the fighter a nice, well rounded martial character. A bit simple in actual combat, but with some more options and nice for those seeking a straightforward playstyle. It's still not on the level of full casters in actual power, but it no longer feels like hot garbage like the core fighter did. So what do you guys think? Is the fighter finally in a good place, or am I just excited it's no longer in as terrible of one? ![]()
![]() Evil spell descriptors are one of the silliest things in this game. Oh, you've desecrated that wolf's corpse by reanimating its bones, you're evil now. Launching a ball of fire at someone and burning them to death, or at the least leaving them horribly scarred and in tremendous lifelong pain. That's kosher. ![]()
![]() derpdidruid wrote:
Looking at cleaving smash, I think you nasty have misread it. The feat doesn't let you use greater cleave with vital strike, greater cleave just lets you use a better vital strike with regular cleave. You also get the reduced damage on both attacks, not just the secondary one. ![]()
![]() I was pretty much with you until the coup de grace. This violates what is by far the number one rule above all others for any game. The rule of fun. You didn't have to kill him. You could've easily left him bleeding out and given the party a chance to get to him. This pretty much tells me you were trying to do one of three things. 1. Teach him a lesson. Utterly pointless, he's already been disabled. Most players are very quick to pick up on things after a near death experience. At this point it just comes off as spiteful. 2. "Win" A trap many new GMs fall into. The game is not you versus the players. The game is cooperative, and the GM has the most power by far. Players will make mistakes. They'll do stupid things. They'll have bad luck. The GM will too, but at that point it's just one encounter down. When it happens to a PC, it's a player death. It's sort of a bigger deal. 3. Role-play the villains. That's nice and all, but try to remember the players in front of you are people. You are a person. Your actions affect them and their fun, not just their characters. Some players enjoy cutthroat games. But it is NOT the general rule. If you're gonna run that kind of game, players need and deserve a warning. ![]()
![]() wraithstrike wrote:
This is what's known as a biased poll. Beginning a poll with "choose between these two positions. Here's my opinion and an example of why I think it's better. I will provide no such argument for the opposite side" immediately skews the results and makes your experiment tainted. Try again :) ![]()
![]() As with any question of morality ever, the answer depends on your reason. Killing is generally an evil thing. Killing a monster that will sow death and destruction is generally not. Is he destroying the altar out of spite? Probably not a nice act, it would be evil, but really only as evil as any other destruction of property. Is he destroying the altar because he believes all gods are ultimately a negative force in the world, and he is improving it by doing so? Not evil. It's destroying property, not direct harm to conscious beings. The standard of justification is quite loosened. ![]()
![]() Charon's Little Helper wrote:
There is a reason you chose a character with no inherent accuracy bonus and a large bonus to damage, and that is because it skews the numbers in favor of your point. Quite disingenuous. General statistics are preferable to anecdotes. This highlights why perfectly. ![]()
![]() (Just a quick warning to everyone, this is meant to be a joke. Do not take this seriously, and those with strong convictions or without senses of humor should probably steer clear.) Hello everyone! As we all know, Pathfinder is a pretty complex game with a lot of rules to learn. Luckily, we have the CRB to guide us through. Unfortunately, the Pathfinder boards are also pretty complex, and there's a lot to learn about them. Even more unfortunately, there's been no real guide to the boards to get newbies started... Until now! I present to you the first edition of The Pathfinder Boards: A Primer! Please direct all new posters to this thread for everything they'll need to know to get started. *Please note the contents of this guide are subject to errata, FAQs, endless megathreads worth of debates as to the contents and meaning, and outright rewriting at the discretion of the author or whoever else comes along* *** Lesson 1: The Developers Are Perfect The developers, or "devs" as they are more commonly known, have been sent by the heavens above to impart their perfect wisdom unto us. They have never, in the history of Pathfinder, made a mistake even once, and any decision they make is for the ultimate good of the game and thus, all of us. Therefore you are never to speak ill of the developers while on these boards. To do so would be to show that you are either jaded, a troll, or dumb. Lesson 2: The Developers Are Idiots The developers, or "devs" as they are more commonly known, have not he slightest idea what they are doing with Pathfinder. It is, to be quite frank, a miracle that they have managed to piece together a game that we all enjoy with their moronic minds. Every poster on these boards has both greater ability and experience with game design. As such, the devs frequently come to the boards to glean advice from our superior minds. Anyone who suggests the devs might know what they're doing is either a wide eyed blind optimist, a troll, or dumb. Lesson 3: The Game and Its Rules Are Perfect A corollary of lesson 1, since the devs are perfect, the game they have created must also be utterly flawless. The balance of the system, the layout of the books, and the content of the rules are all perfectly clear and without fault. Since the game is currently balanced to such a fine degree, all future supplements are needless and will only harm the game with their "bloat". This lesson applies universally, regardless of the time at which this guide is read. As such, you should never claim there is a flaw in any Paizo product. Anyone who does so is either a whiner, a troll, or dumb. Lesson 4: The Game and Its Rules Are Worthless Garbage A corollary to lesson 2. Since the game devs are so utterly inept, the game they have essentially stolen from Wizards of the Coast has been twisted and broken beyond recognition. The system is wildly unbalanced, the book layout is confusing, and the rules are an ambiguous contradictory mess. Because of the ineptitude of the game designers, all releases serve only to break the game further. However, this last book looks like they might just have started listening to the community and will fix the game at least somewhat. This lesson aplies universally, regardless of the time at which this guide is read. As such, you should never defend a product published by Paizo. Anyone who does so is either unfamiliar with better content, a troll, or dumb. Lesson 5: You're Having Fun the Wrong Way There is only one proper way to have fun in Pathfinder, and if you're doing it any other way your fun is wrong and you should feel bad. It may be because you're weird, simply don't actually know what fun is, or you're dumb. Trust me though, you do not actually follow the one fun path. Don't worry though! There are plenty of posters on here that will be more than happy to educate you on how to have fun. A useful start would be to post some of the house rules you use, so the other posters can explain how wrong they are to you. Some of the other lessons here will also explain the proper mindset for fun having, so please finish the guide before you post any questions! Lesson 6: Dirty Munchkins Are Ruining the Game Munchkins, sometimes called "minmaxers" or "optimizers", are a cancer that is spreading through and destroying Pathfinder. This is related to lesson 5, but even worse than simply not knowing how to have fun, they actively seek to destroy the fun of others. These players play at a power level that is outside the accepted fun range, and thus not only ruin their own games, but the games of every Pathfinder player worldwide. If you come to these boards with a powergame mindset, you are either a dirty MMOer, a troll, or dumb. Lesson 7: You Just Don't Understand What They're Saying From time to time on our little boards, you'll disagree with another poster about some rule or the correct way to have fun. The reason a disagreement occurs, however, is because you don't actually understand the argument of whoever disagrees with you. Please be assured the other person is not actually wrong, and the fault lies solely with you. If you persist in arguing your viewpoint is correct, it's because you're either being intentionally difficult, a troll, or are dumb. Lesson 8: The Stormwind "Fallacy" The Stormwind Fallacy is a statement along the lines of roleplaying and optimizing not being mutually exclusive. It is generally stated to be true on the boards, however, let me tell you right now that we all know the truth. Roleplaying and powerful characters are in fact mutually exclusive. Anyone who talks about "DPR" or "survivability" couldn't roleplay their way out of a wet paper bag. These people are tolerated on the boards but generally looked down upon, and it's best to avoid being associated with them. If you do you're either a wet blanket who drags down the roleplaying fun, a troll, or dumb. Lesson 9: People Who Can't Optimize Ruin Games The game consists of roleplaying and mechanical aspects, and some people just can't hack it with the mechanics. These bitter fools, unwilling to admit their own faults, build horrible characters that ruin games. These dead weight players make the game harder for the others in their group by playing elderly one legged commoners in groups full of highly skilled adventurers, forcing the others to pick up their slack. Though they often claim playing suboptimal characters is fun for them, we know the truth. These players are either spiteful, trolls, or dumb. Lesson 10: Caster Martial Disparity, the Ultimate Thread I won't get into the truth of caster martial disparity, as that was already covered in the previous lesson on game rules and balance. What you should know, however, is that the BEST thread you can make is on caster martial disparity. This thread serves several purposes. First, it lets everyone wbo knows the truth pat themselves on the back and congratulate each other on their knowledge and wisdom. It points out all the deviants and lets us all mock and ridicule them for our own amusement. Since we all already know the truth, no real discussion generally goes on in these threads, but they remain immensely popular. As such, I encourage you to make your first post on the boards one about caster martial disparity and the truth about it. If you don't, you're either a misanthrope, a troll, or dumb. *** That should do it for the Pathfinder boards primer! I encourage anyone with something to add for newer players to post it in the thread for all those new to the boards. Also, please be sure to check out my future guides: Sarcastic Replies: The Secret to Being Cool
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![]() I'm Hiding In Your Closet wrote:
Are you honestly attempting for one moment to claim that this game has any semblance of balance even within classes? Come on now. Some options are clearly better than others. The designers, assuming they're not dumb, likely saw this. Power levels for the weak ones could absolutely be increased while staying on theme. It's a perfectly valid question. Remember, being thematic does not preclude being balanced, and the two are not mutually exclusive. And don't shout MMO whenever you disagree with someone, it's the equivalent of godwining and makes you look juvenile. ![]()
![]() Is killing someone with a sniper rifle evil? They're just as helpless as when they're asleep, really. Wartime killing is wartime killing. You may feel better about it if the person is fighting back, but the fact of the matter is you killed a person whether they had a weapon in their hands or not. Now, one may argue that wartime killing is itself evil, and that may have some merit. The fact that they're asleep, though, has to do with "fairness", not good and evil. ![]()
![]() Gorbacz wrote: Nope, but you're duplicating megabytes of content on WotC/GiTP/TGD/BG/Paizo/Enworld forums that have dealt with the exact topic. I mean, it's one of the most iconic discussions on the 3e ruleset and its derivatives. Believe it or not, some people may not live on the boards or even, *gasp*, could have started playing recently. Heck, people could even have new things to say on the subject. Or they don't, and you could just skip this post. ![]()
![]() This is why I believe alignment descriptors on spells are sort of dumb. Actions are evil. Intents are evil. Power is just a means to an end, and can be used for good or evil. It has no innate morality. Why are spells evil in Pathfinder? Because they have the evil descriptor, that's why. It's pretty bad reasoning, and leads to a lot of headaches. ![]()
![]() Philo Pharynx wrote:
Ah yes, the old "I can find an outlier, therefore it's not bad" argumemt. Look, any option can shine in some extreme circumstance. That doesn't mean it doesn't suck. A class should be generally useful, not useful in only one percent of campaigns. The fact is any 3/4 bab class with buffs that last minutes per level (look it up, there are a bunch) will outperform the kineticist even in your examples. Heck, I once played an inquisitor in a five minute in game combat scenario, and he put out way better numbers than a kineticist could have. He could last about 10 combats a day. People are not complaining about nova inability. They're complaining that you have to get to about the 8 combat a day mark before the class is even marginally competetive. Despite your experience, that is not characteristic of normal play. The point is that the niche of the kineticist is way too extreme for what it pays. I understand liking the class. Heck, I like the class thematically. But don't let your love of the class and some dogmatic Paizo defending blind you, the class is undertuned. Paizo can make mistakes (prone shooter) and overvalue abilities (sneak attack). This is just another example. ![]()
![]() Can we PLEASE stop using the argument that being able to blast all day is this huge balancing factor? NO ONE HAS COMBAT ALL DAY. The system is not built around that assumption. Your combat options only have to last through the combats in a given day. Doing piddly damage is not made up for by the argument that "Hey guys, if we have to have 16 combats today, I'll be marginally more useful by comparison!" The class has a lot of flavor. The class has a lot of blasting focus (I'm looking at you, pyrokineticists). The class is undertuned. Not to the level some complain about, but enough that it shows. Burn costs are nearly universally too high, and damage scales very poorly. ![]()
![]() shroudb wrote:
Listen, what you're trying to do is admirable, but seriously, just give up. He doesn't understand. On a fundamental level. No amount of explanation or example will make him. Anytime you give any sort of analogy he'll point out some way your analogy is different in a way that is in reality irrelevent but to him makes your analogy poor. It's absolutely pointless. Don't waste your time, just let him be wrong. ![]()
![]() Rysky wrote:
Like I said, if it isn't self evident, no amount of explanation will help. ![]()
![]() Rysky wrote:
It's not a question of taking it easily. You knew that already though. It's a question of an approximate +7 to all saves for oracles at around the level 8 mark that only gets better from there, for one feat. If you don't see how that's too powerful, no amount of explanation will help. It's only overpowered for one class? Fine, it's still overpowered. If barbarians had a feat that gave them +1000 to hit, but only have everyone else +1, that feat would still be overpowered. That's game design 101. ![]()
![]() 1. Divine protection gave a huge bonus to saves for oracles for the investment of one feat. It was absolutley ridiculously out of proportion in terms of defensive benefit to cost ratio compared to any other feat in the game. It was overpowered, full stop. This is generally accepted as truth on these boards. 2. There are people who really liked the feat because it made their oracles super powered. These people will not be convinced, no matter what you say to them, that the feat was too strong. 3. Now that everyone understands each other, please end this silly tangent. ![]()
![]() SlimGauge wrote:
Um, that question is specifically in reference to power attack. That's why it starts with "Power Attack:".
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