The King In Yellow wrote:
Exactly, that's why we start by ruining the game for wizards. It's the only thing that makes sense.
Mysterious Stranger wrote: If you are going to fix something you need to address what is really wrong. Tinkering with the equipment rules will not do anything to fix the caster vs fighter problem. Since all characters use the same rules for equipment any change you make will be able to be used by both casters and martials. You'e completely right. I totally forgot about wizards wearing armor. And how silly to forget that high-level wizards are constantly melee'ing bad guys with +5 daggers.
Slyme wrote: Kind of like the dead one you just resurrected to beat on from a 5 year old thread? There's nothing wrong with, ahem, "mature" threads. My favorite bizarre character fun is to hijack someone from Earth. If I'm kind, it's a Special Forces trooper with a rifle and a few magazines. If not, it's the player herself. Welcome to Golarion, Commoner 1! I hope that degree in Sociology pays off for you.
Let's see...
You may also find this page to be a very good resource for adventure development.
Kudaku wrote: Yeah, there are some folks out there who would like classes who are functionally near-identical. However, most people who complain about the... I am totally with you. Your invisible flying scrying AEO-casting fighter is totally different, because she is using Ex abilities derived from feats. That's totally a different thing, it says so right on the box. "First we kill all the wizards." -- William Shakespeare, Bard
Dastis wrote: Cripple Magic- limiting magic to around lv3 spells does keep the martial/caster disparity to a minimum. Most of the world breaking stuff comes from higher level spells and you still keep most playstyles viable. Higher level magics can be included still in the form of plot devices, consumable quest rewards, and difficult/expensive magic rituals I'm totally with you now. I didn't see it at first, but there is absolutely no reason people need modules above 5th level. People should play levels 1-5 and be happy. They can be even happier playing 20th level characters if they stick with 5th level modules. This will make their invisible teleporting fighters feel even more powerful when they AOE the mooks. First, we get rid of all the casters, then, we get rid of all the dragons. We need to make D&D safe for everyone.
Dastis wrote: @OP sorry but you did ask our opinions :) Yes, much of this is my fault. I wanted to discuss balancing and instead seem to have initiated a thread on destroying the class system altogether. There's really no reason fighters shouldn't be able to fly, turn invisible, teleport, and scry (all without relying on a wizard to cast these spells for them.) Let's ban wizards and change fighters into ... umm... wizards. Down With Wizards! Power To The Fighters! ¡Viva la Revolución!
After reading post after post after post about how people hate playing fighters (I am wondering who is forcing these people to play fighters?), I am reminded of an idea I had a few years ago: An All Theurge Campaign. The Theurge can cast both arcane and divine spells. Meat shields can be provided by NPCs. The party can be 4 Theurges and an equal number of hirelings. There, no more worry about balancing classes. Everyone gets to be a GOAT.
The Retraining Rules are the most awesome rules additions in recent memory. Looking back, not being able to retrain never made any sense. I've retrained many times in my life. If I can do it, my character should be able to also.
I'd look at something like What did people do in a Medieval City?:
Lady-J wrote: what about just doubling the effects when used by non 9th or 6th level casters? that way no cleric boosts and is effectively the same as halving the costs That's a wee bit more complex. Lady-J wrote: but what should really be done is just give the non casters a daily point pool and they can use those points for cool stuff that mimics what some spells can do I really don't want to turn fighters into casters. Omnius wrote: The disparity in power does not come from the Fighter not being able to access bigger numbers, but from the Fighter not cultivating more meaningful options relative to the mage. I really don't want to turn fighters into casters. Fighters, in general, don't want to be casters -- or they would have rolled up casters.
James Jacobs wrote "A simulacrum is not a real creature; it's a PARTIALLY real creature. It's more accurate to say it's a magical creation (this has no impact on the creature's type, though—that's set by the original creature). It's an illusion, but it's of the shadow type, which means that it's partially real as well." With that in mind... would you allow a Wish to be used to turn a simulacrum into a "real" creature? Can Pinocchio become a real boy? :D
Charon's Little Helper wrote:
Nope. Adamantine is a trade good. It is 300gp per pound -- unworked. Source: Entertainment and Trade Goods.
I was looking at an adventure module in which the dungeon featured one large set of adamantine double doors and six additional sets of adamantine doors. A standard door is 36" wide and 80" tall. The Pathfinder rules list the width of an iron door as 2". Adamantine appears to weigh the same amount by volume as steel. A steel slab 36" x 80" x 2" would weigh 1,630 pounds. If we estimate the large doors as 60" wide, 96" tall, and 2" thick, each of those doors would weigh 3,260 pounds. Ultimate Equipment lists adamantine at 300gp per pound. Therefore, each adamantine door would be worth 489,000gp and each large adamantine door would be worth 978,000gp. Not a bad haul for 13th to 16th level characters. ;) I think I'd edit those to "steel doors". References:
boring7 wrote:
I've been focused on the personal uses of Permanency, but I agree completely. How many adventure modules have we run where portions of the dungeon have permanent Dimensional Lock? And yet... it's not listed as an option on the spell for players?
Peet wrote: For weapons, I probably would want more than a handgun. A handgun is fine for close range combat with other humans, but you might end up in the wild facing a bear and that won't do it. Or a troll. ;) I like rifles and am not the type to feel comfortable bringing a handgun to a gun fight, but... weight is a major consideration and I am figuring that most fights are going to be fairly short-range. Peet wrote: Hopefully by the time I ran out of ammo I'd have enough combat experience to make do with what was available. Or, as you would be the most knowledable engineer in that world, you would probably have a whole bunch of big dumb fighters protecting you after a short while in-world. Peet wrote: I would bring medical gear because even if I knew about fantasy clerics I wouldn't assume that one would be readily available wherever I "landed." My personal first aid kit weighs about 30lbs. For weight, I'd leave it all on this side and tough it out until I could buy a few potions of Cure Light Wounds. Peet wrote: If the cash doesn't matter then you can get a really light one of you are willing to spend the dough. I figure that most people will max their credit cards before leaving this plane. :D Cuuniyevo wrote: I would not bother carrying anything with me that ran on electricity. This is how I traditionally think, but the possibility of using solar power to run a notepad means that I could take hundreds of times more books with me... and that is just too tempting. Of course, I would want to take three of everything electronic for redundancy purposes. Cuuniyevo wrote: Books would be far more precious that any other item imaginable. Yep. The last few hundreds of years of science have produced levels of wealth unimaginable to our own ancestors. And you would be the only person in that plane with much of that knowledge. Antimony wrote: Instructions for the disposition of my corpse because there's nothing I could bring that would keep me from being kobold food in a matter of minutes. I'm pretty sure Glock beats Kobold. ;) Kolokotroni wrote: 2. Camel Pack, portable uv water sterilization system, and portable filtration system. I might be tempted to devote some weight to that... or maybe just a bunch of chlorine tablets. Kolokotroni wrote: 2. MP5 sub machine gun 10 magazines Full-auto wouldn't make a lot of sense when the ammo store is in another plane of existence. Kolokotroni wrote: 4. As much 9mm ammunition as i can carry. I went .40 because it gets me a bit more power with almost the same weight. Create Mr. Pitt wrote: A large variety of seeds and other agricultural items.Modern seeds could be really awesome. In a few years, you could enable the locals to massively increase their farming productivity. Pendagast wrote: How many of you are actually good with a gun? I mean really good with one in combat. Most of us are better with guns than we are with swords, maces, or bows. ;) Personally, I have done a lot of tactical shooting training and... I am still not very good. But, I am better with the gun than without it. Pendagast wrote: IF we are talking about actual medieval lands/times and not fantasy, modern humans are much larger and stronger than our past ancestors. the typical high school jock would make viking barbarians look like sidekicks. So I wouldn't worry too much about combat dominance. They are also more practiced. Most of us here don't have that much actual combat experience. Pendagast wrote: Healthwise the majority of modern humans have been inoculated, traveling back in time we would be nearly immune to most of their diseases. Ahh... but we're not traveling back in time... we're traveling to another plane of existence. Pendagast wrote: IF I were to bring a fire arm I would want a 22 revolver could easily carry ten times the ammo of any other weapon and could feed me nearly indefinitely. Weight wise, you would be better off with trade good such as gems to feed yourself. Just a Guess wrote: The ammo problem was why I decided to bring slingshots. Whyle the steel balls I bring will run out, it is fairly easy to make lead ones. Or anything else that is round. Stones, glass pebbles etc. I'd just buy a sling there. Just a Guess wrote: A musket. Gunpowder is easy to make (if you find the incredients) and again, lead balls are easy, too. It is tempting to bring a black-powder rifle... as a template for manufacturing more... UnArcaneElection wrote: One should think of things that will be useful for getting started but that can be made/repaired in the destination world using local resources (including the local technology), because sooner or later, something bad is going to happen to the stuff you bring, not necessarily waiting for its natural depletion/expiration. Electronic/electrical devices and most guns do not meet this criterion. I'm figuring 1,000 rounds of .40 should last me until I get enough big dumb fighters to do my fighting for me while I sit in the castle and perfect my plans for world domination. BigDTBone wrote:
I was thinking of gems for trade goods, but these could work even better. ngc7293 wrote: The closest Will.Spenser came to a 'world' was mentioning the clerics were more powerful than modern science or something like that. That could be any world. But people have posted here as if they were going straight away to Golarion which made me think "metagaming". I wanted to know from him if we somehow knew the destination was Golarion. I purposefully didn't list a specific fantasy world, to keep the topic from being too limited and to see what people came up with. It seems to me that The Tough Guide to Fantasyland: The Essential Guide to Fantasy Travel makes many good points about "most" fantasy worlds being almost the same. (Yes, I expect some rules lawyer to list a dozen exceptions...)
I'm not sure I would use much or any of my limited weight capacity for medical gear. Clerics on that side are so much better than medical science on this side that it just seems like a wasteful use of a limited resource. I also wouldn't use my limited weight capacity for anything I could buy (or take off a corpse...) on the other side -- like a sword or a hammer. Any extra carrying capacity I have would get assigned to scientific instruments, more books, or more ammo. Heck, a rifle would far outperform a handgun and yet I'm taking the handgun and leaving the rifle to conserve weight. Clint Smith said, "The only purpose for a pistol is to fight your way back to the rifle you should have never laid down." He's right, but I'm still leaving the rifle home to save weight.
You have found a means to transport yourself from our mundane world to a medieval fantasy world. You've decided to go. The trouble is... you can only carry with you equipment equalling your maximum load. For most people, that's going to limit you to somewhere between 100 (Str 10) and 130 (Str 12) pounds of gear. Assuming that you can never return to our mundane world, what do you bring with you? Here are some ideas:
I'd be tempted to add in a compound bow, but I'd probably settle for instructions on how to make one. In the same vein, I'd be tempted to try to fit in a microscope and telecope, but it's probably better to add a book on optics. I'm also tempted to replace all the books with a tablet PC and a solar-panel to power it. I don't have a lot of trust in the durability of technology, but... even two redundant systems might weigh less than a reasonable selection of books. What about you? What would you pack for a one-way trip to the other side?
I know that when I decide what to spend my entertainment dollars on, I always try to support products that hate on the white man. I mean seriously, who doesn't want more social justice in their entertainment? If a product isn't blaming me and my ancestors for every perceived slight, insult, injury, or accident that has either happened or been imagined since mankind first crawled out of the ocean, I simply don't want it on my bookshelf. Has anyone noticed that Stan Lee is an old white man? Let's replace him with Sheila Jackson Lee so we can get some real diversity in our entertainment.
We're replaced the "cool factor" of owning expensive and quirky magic items with the need to get rid of every bit of unnecessary gear in order to keep our characters gear in line with the WBL/CR targets for their levels. If we get rid of Magic Marts while keeping WBL, our players will simply stop picking up gear which isn't optimized for their characters. They will leave Pearls of the Sirenes on the dungeon floor if they know they can't sell them and that they will count against their WBL limits. WBL is such a bad idea that the designers have stopped creating "cool" magic items which do not specifically affect the CR of our characters. In effect, we're turning our cool P&P RPG into some sort of low-end video game. |