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![]() Jodokai wrote:
First things first you don't need to have the problem go from one to infinity since technically you aren't in a fight until you are within perception range of your opponent. So the problem is really from 1 to the edge of this perception range Now here is the general way I'd go about determining the quantifiable value of any one of the monks various abilities. Step 1. Stat up a few monk builds and enter them into your programming language of choice I'm only familiar with Matlab so I'll assume this is actually possible with that programming language though another may be more optimal. For each of these builds make sure you have an exact duplicate that is only missing the one ability you are testing for, in this example move speed Step 2. Enter all the Monsters of Cr+-1 from the monk with all their abilities into this program. This may take awhile Step 3. Make an imaginary battlefield that the monk and the creature will fight on Step 3. Program a fight sequence where the two fighters start at fixed distance from each other. Then have them fight realistically,for instance if they get low enough on health they may attempt to abscond. Step 4. Run a simulation of this 100,000 times keeping track of 4 things. Damage dealt ratio, Damage received ratio, Win rate, and Survival rate. Do this for every monster. Step 5. Change the distance and run again till you've done every possible distance Step 6. Change the battlefield then do step 4-5 again. Eventually after tons and tons of testing and retesting you'll come out with the average percent, as well as the average variance, by which the monks combat and survivability are improved by the ability. Admittedly there may be a few problems with the specific example I have given, I think there probably should be even more things analysed, yet do not let this distract from the main point of this post. Namely that there is indeed a method through which one can quantify how "good" any particular class ability is to a character. ![]()
![]() Penge wrote: They have a little sidebar on the pathfinder d20 site that covers this so I'll post it up here. D20pfsrd wrote:
I hope this helps clear up a few things ![]()
![]() hewhocaves wrote:
Oh no, Sorry, you mistake my arguement. My argument is that in a world where someone can just as easily be wearing a chain shirt(and whatever protection it gives) under his doublet, isn't it erroneous to assume he's not wearing armor(and is therefore a wizard) just because he appears to not be clothed in mail. ![]()
![]() So I think I can figure out ways around everything but a mother at her dying sons side. :/ Functionally I don't really have a problem with what it does I only have a problem with how it does it. So instead of a skill check with a dumb dc I'd make it a will save with a dc 10 + .5 ranks in intimidate + cha perhaps if they wanted you could still roll the dice and if you beat the old DC the person gets a negative one or maybe two to this save. Then like a witch's hex it matters not if you effect them or not you can only use it on someone once per day. Then I suppose tack on that it is a language dependent effect to limit it more. Besides that I have a question related to this line, " The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire)." So what happens if you would take an AoO by attacking this hypothetical antagonizer? Take for instance a man who is completely unarmed(he doesn't even have improved unarmed strike). Does the effect end immediately for him,does he have to walk up to the guy who did the antagonizing then it ends before he attacks, or does he have to take off his pants(or pick up a rock) and then throw it at the guy? I apologize if this has been answered but I didn't see anyone mention it when I skimmed the thread |