Crysknife wrote:
Thanks, Crysknife. I was just worried about Probability making all these definitive statements before Outcome said anything. Carry on.
LazarX wrote:
They had two very different visions of how a role-playing game should be played. Gary ultimately produced AD&D - the rule-bound, level-based system a lot of us are familiar with (I have 1st and 2nd ed. at home, although I don't play them any more). Dave released 'Adventures in Fantasy' - which apparently is a looser, more intuitive, (sort of) skill-based game. Anyway, 'Adventures in Fantasy' is very hard to find these days.
Maerimydra wrote:
Well, as a specific example (hopefully not spoiling anything), Golarion has a land with a crashed spaceship in its background. Right at the beginning of RPGs, Dave Arneson put a crashed spaceship in his 'Blackmoor' campaign - the Earth explorator 'FSS Beagle'. Players could visit it to get their hands on advanced technology. Blackmoor and the 'Beagle' were later incorporated into TSR's Mystra/Known World setting, while Gygax himself wrote 'Expedition to the Barrier Peaks', which explored similar themes. I don't know if the Paizo designers are deliberately referencing these, but I suspect so.
arioreo wrote: Furthermore, that's just to be able to disarm magical traps. Considering the possibility to require more skill checks/other tactics to overcome a challenge means you might be investing even more to do what the rogue can do for free. Plus there seems to be some disagreement as to whether you actively search for hidden traps (costing you a move action) or if you can just walk up to them and get a free perception roll. I always rule you have to search for them (people actively sweep for mines in the real world, as far as I'm aware). In which case someone with 'Trap-Spotter' comes into their own, particularly in 'against-the-clock' scenarios. To be honest the rogue class suffers from two really ambiguous rulings - 'free mine sweeping' or not, and whether you can sneak attack from Stealth.
I'm not so sure that 'Optimization' and 'Roleplaying' are necessarily such happy bedfellows. Of course you can be a good roleplayer and optimizer. However, all that effort in character building isn't going to count for much if there's not much dice-rolling in a session - which happens quite a lot in my games. If you've optimized your character to the hilt, surely there's an increased temptation to try and use that advantage - to find a mechanical dice-rolling means of overcoming an obstacle (like blitzing it) rather than trying something else.
I think the importance of the bard's 'Versatile Performance' has been overstated by some posters on this thread. As Mike Schneider said, bards need Charisma as well as Dexterity. Intelligence may not be a priority. They have fewer skills and will need to pump them into Perception, Spellcraft, UMD and some of the Knowledges; I would say Linguistics is an important bard skill. These - in addition to multiple forms of Perform - are going to spread the bard pretty thin. Also Versatile Performance is potentially a trap. If you start playing a bard at 1st level and manage to reach 6th, you can extend Versatile Performance to Perform (Act), using it to replace Bluff and Disguise. Great. However, any skill points you put into Bluff and Disguise PREVIOUSLY are essentially lost - unless you're not putting anything into those skills for 6 levels....which isn't going to make you a very good bard. Furthermore there's a lot of redundancy in the list - Perform (Act) and Perform (Sing) both replace Bluff, for instance. Admittedly, Bardic Knowledge is a great ability. Essentially it gives you 10 class skills with a free point every 2 levels. However, you still have to put some points into your Knowledges - if you neglect them, they'll become pretty mediocre over time. Look, bards are a great class - my second favourite in the game. However possessing a wide and shallow range of skills is not the definition of a skill monkey for me. A wide and deep range is. A rogue needs to put points into Acrobatics, Bluff, Climb, Disable Device, Escape Artist, a Knowledge, Perception, Sleight of Hand, Stealth and UMD to do their job. They can do this, every skill, every level. Bards can't do that. They have too many priorities.
I've seen people on these boards advocate methods of bypassing traps such as using summoned monsters to trigger them off, like this is some kind of automatic slam dunk. Might work in some cases, but what about traps with automatic resets, or big area effects, or those that summon big otherworldly gribblies up? The 'summon monster' trick would have been absolutely disastrous against a recent portcullis/flooding corridor trap I used. What the party needed was someone with the best possible chance of disarming it - and luckily they had one at hand. I do think a lot of the tropes on these boards can be over-stated.
Crimson Sirius wrote:
It just means that without the feat (or Darkvision) you can't Sneak Attack someone in a darkened alley - which seems a most appropriate place to do it. I thought that was just a little bit harsh, myself :D
I think Wraithstrike highlighted one of the intrinsic problems of the class in a recent thread. There's even a debate on something as fundamental as whether RAW supports sneak attacking from Stealth. I personally allow it in my games and take into account factors such as which way an opponent is facing, for instance. In these circumstances I find the rogue works fine and is easily one of the most effective and adaptable classes in my games. I just don't think the rules as written serve the class very well.
Mergy wrote: One specific feat to grab is lingering performance. It will triple the amount of archaeologist's luck you can make use of. So at 17th level you get +4 to all attack rolls, saves, skill checks and weapon damage for - I don't know - 30+ rounds, on top of all your other bonuses. You realize, of course, that's pretty broken....
Have smaller, more frequent encounters before the PCs can achieve goals, so they are forced to expend resources over a greater period of time. Intelligent (emphasis on intelligent) opponents should be able to adapt to their situation, varying tactics to adapt to what the party is doing rather than just mobbing the PCs again when that isn't working.
Jiggy wrote:
Well then in that case the so-called superiority of the ninja class is based upon a couple of choice special effects which they can't do without ki points, as opposed to rogues, who don't have to buy 'evasion' or 'improved evasion', and can have access to 'extra rogue talents' anyway. I honestly don't see that much difference.
Abraham spalding wrote:
But once the ninja has run out of ki points, half his much-vaunted ninja tricks don't work because they require ki. Bomb tricks don't work. Vanishing trick/Invisible Blade doesn't work. Forgotten Trick doesn't work. Flurry of Stars doesn't work. As half of a ninja's tricks work through a finite resource, when that resource is gone half these tricks become useless. However, the majority of rogue talents (including his wider range of combat talents) can be used again and again, including Crippling Strike, Dispelling Attack, Improved Evasion and a host of other useful stuff.
Abraham spalding wrote: Well I don't know about useless -- it's a lot easier though for the ninja, monk, or barbarian to sneak in an hour here or an hour there to get up to their non-consecutive eight hours than the spell caster to get their consecutive 8 hours of rest. You are quite right that it's easier if rest periods are non-consecutive, Abraham, and in many situations the PCs will be able to catch those breaks. But with all due respect, it can effect their flexibility in any number of instances. An example - the PCs are having to bust into a prison and get a condemned man out before he's executed at daybreak. Between the waves of guards, it's not going to be very practical for the ninja player to say 'Run out of ki points, guys - let's come back tomorrow.'
Alienfreak wrote:
If you mean that spellcasters (which includes ninjas) generally have to manage their considerable resources carefully because they can't predict what might happen, and that the 15 hour work-day isn't a given in my games, then I have to admit that yes, spellcasters are next to useless.
Yeah, but you need to meditate to get your ki points back - 8 (non-consecutive) hours if I remember correctly; there are a lot of situations and I run a lot of games where taking breaks can have very, very bad consequences. I prefer something more reliable that doesn't depend essentially on a 15 minute workday. Abilities that you can use at the beginning and end of the day are just more flexible. Plus a bad will save versus 'ki block' is going to render a lot of your combat tricks useless for a rather critical number of rounds. Still, what are the chances of a rogue-type making a poor will save?
Death must be present in the game - otherwise you're taking away all pretence of danger. Players should put their characters in harm's way knowing that if they mess up, they die. It'll make succeeding really mean something. I also wouldn't allow the player to use essentially the same character with a -1000 xp penalty - I'd probably make them roll up another character a level lower or with a more significant xp penalty.
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