My advice would be to adhere to as close to an existing game's attributes as possible. If Pathfinder is your base, just stick to Str, Dex, Con, Int, Wis, Cha. You can design your own homebrew easier that way. If you find Cha to be a constant dump stat to the point of being pointless, I'd recommend redefining it to make it a more relevant attribute in your games. That or just get rid of it completely and just have the other 5 stats. So: Strength
You could also look at Myth & Magic. It's a 2e-based game you can download for free at newhavengames.com Attributes are quite relevant in that system, because the bonus you have from them impacts your results moreso than the skill points you'd be putting into them.
Gorbacz wrote:
Well, all three of you have a very valid point. It is a fantasy game and realism doesn't apply. ANY SENSE OF REALISM WHATSOEVER. That's one of several little niggling aspects of Pathfinder that's driven me from playing it as is. The rules are written to play a very specific type of fantasy game. This is borne out more so with each new book of rules. It's really a lot of work to play a fantasy game with Pathfinder rules in any other way besides the default, especially if you as a GM, decide to include the splatbooks. And that is disappointing.
ProfessorCirno wrote: ...The hexes thing is pretty annoying, though, and overall wait I can make a male witch that punches people with his moustache oh my god. I have to say, I haven't read the book. But when I saw this ability in one of the UM threads, I said to myself... Paizo has let the flood gates open in RP and character building silliness.
Ashram wrote:
I agree here. If I see any significant caster stuff in a book about melee characters, I can't blame a lot of people claiming that this is a caster edition. I suppose that spells for rangers, paladins, and arguably bards (being sort of a jack-of-all-trades) are somewhat acceptable, but wasn't that stuff supposed to be in the book specifically about magic?
KnightErrantJR wrote:
I couldn't have put this better myself KnightErrant JR. I like Paizo as a company, but currently, their Pathfinder line is heading down the same exact road as WOTC's 3rd edition IMO. Hence I stopped buying with confidence and assuming the product will be good after the APG and instead thoroughly look over the product to see if I feel it's quality and content is acceptable for my games.
Evil Lincoln wrote:
Haven't read throught the entire thread, so if I've missed some new developments, I appologize. I suppose I feel slightly differently in that the rules for Pathfinder started out huge and relatively complex and have only grown moreso with each new book of rules, albiet prodominantly on the PC side of the screen. I wouldn't be so concerned if not for the feeling that a large percentage of the new material in the later books appears to be rules for the sake of rules or new classes for the sake of new classes. There are a few gems here and there, (like rules for chases for instance), but there's not enough "gold" in each new book to warrant me to buy it lately, and I stopped buying rulebooks after the APG, which was a sort of hit-and-miss product for me. I like rules and am not shy at having lots of them in fact if they bring new ways of playing a fantasy campaign to the table. But I like the whole to mesh together; not be new sub-systems added on to the plethora of existing sub-systems. I don't consider having a slew of new classes or a new way to cast spells or a new way to make an attack to be ground-breaking territory that will propel my games to new heights of fun. But, for instance, rules for chases... now there's something I don't have to ad hoc when that situation comes up anymore.
brassbaboon wrote:
That was the rationale back in those versions to explain why you only made 1 or 2 attack rolls over the course of a round... which was 1 minute long back then. Spells took a number of segments to cast typically anywhere from 1 to 9... a segment was 6 seconds long back then too. That's 6 to 54 seconds for most spells. It doesn't translate well as an explanation when the round is now 6 seconds. Especially when you consider that dual wielders and archers easily get 5+ attacks in those 6 seconds. Or how a caster manages to pull out just the right components from a pouch and utter the right phrases and perform the right patterns... all while flipping through the air with an acrobatics check if he wants... while a guy with 3 feet of steel standing a mere 5 feet away is trying to cut him in half. 5-foot stepping to do this and denying the dude with the sword any opportunity to prevent such obviously hazardous behavior is quite unreasonable.
Cranewings:
Then, when someone 5-foot steps, any opponent engaged may also decide if they want to "keep pace" and 5-foot step too. So when a fighter is engaged with a barbarian and the barbarian 5-foot steps back, the fighter may not want to step up. But when the wizard 5-foot steps back to gain some distance to cast a spell, the fighter steps up to threaten. You might want to come up with a reasonable solution for reach weapons, but that isn't so hard. I'd personally just change reach weapons to threaten adjacent squares in addition to their normal reach (add in a penalty to attack rolls if you think that's too much of a benefit).
Quandary wrote:
This has been my take as well. The GM should have determined if the dust was "thick" enough in the 1st place to even warrant a check. If footprints or a dust trail are obviously being made and Player A's vision isn't impaired in any way, I'm not see why there is even a roll to be made. If there wasn't enough dust to make such determinations... or if the room was dark... then the GM simply should have told Player A so and the argument over requiring the Perception check likely wouldn't occur.
Ravingdork wrote:
This illustrates the problems with having every situation determined by die rolls. Given the scenario above, if the PC's vision weren't impaired by any means, I wouldn't consider even bothering to make a Perception roll as long as he can see where the footprints stop on his turn.
Niklas wrote:
Table 8-2: Actions in combat on p.183 of the core rulebook... I'd photocopy that... even several times and hand a copy to each player. That's what I've done. This takes care of actions and combat maneuvers pretty much. As far as conditions... now that you mention it, it's tempting to go make myself a sheet to keep handy during play listing them all on one page.
RJGrady wrote:
You're getting way too caught up in terminolgy and RL. You could just as easily say that a Pathfinder longsword is a real-life broadsword and a Pathfinder bastard sword is a real-life longsword. It's just not worth trying to quantify the games mechanics as exacting as possible to real life.
Having high hopes at first when hearing this book was going to be done and seeing this preview now, my feelings are mixed as to whether or not I'll like the end product. Spells in this book are the biggest culprit. I was under the impression that was what Ultimate Magic was for. 60 new archetypes sounds a bit much as well as it's hard to make that many and have them all be of great quality. Sorry for voicing the concern in an otherwise excited thread. I guess my biggest disappointment is reading the Ultimate Magic preview and seeing it is chock full of good stuff for all the spellcasting classes but nadda for the lowly fighter, rogue, or barbarian and then reading this and seeing a boatload of goodies in store for spellcasters in this book as well.
vuron wrote:
This pretty much sums it up for my games as well. When the group is low in number, it's not uncommon for the PCs to ask for extra muscle. I tend to find ways of mitigating extra help when 5+ people show up for a session though, just to help make the game run smoother. It's probably why no one has thought of taking the feat in my games.
jreyst wrote:
Or better yet sell the slotta-bases separately and make square and round ones, just like Warhammer does. Then we could buy what we want. Great idea suggesting an info section BTW. Even if it was just enough room to list a number, that'd be great. Dry/wet erasable? Speaking of which, you may as well just throw in a monster key in every pack too. ;P
Given the choice, I think most people would choose an actual mini over a counter, me included. But counters have several advantages over minis. 1) minis look best on an actual scaled field (aka: warhammer)
I'm definitely for providing lots of the same creature where it makes sense. Unless you had lots of the same mini, it's almost impossible to represent say 20 orcs with minis unless you had 20 orc minis (otherwise, your "stand-ins" makes the whole look hokey). I think the number appearing line in the Bestiary for each monster could serve as a model. It kinda sucks if you roll 4 ogres and have only 1 ogre counter/mini.
Ravingdork wrote:
I rather like that approach RD. I'll have to keep that in mind if I allow the feat. To the OP: I've never had to decide really because no one has ever been interested in it. My group fluctuates between 2 and 8 players, so what happens is if the party is too small, like say 2 players, I just let them each run 2 PCs. If it's 3 players, they sometimes get the help of an outside NPC. 4 or more players, it's back to normal.
Kirth Gersen wrote:
Hey Kirth, just letting you know I enjoy popping in from time-to-time to check out your house-rule stuff. Admittedly, they're a bit too numbers-heavy for my personal tastes, but I really like the philosophical positions you draw them from (like the great one above) and they give me great ideas for my own campaigns. I may have to implement a rule which gives a nod to shooting things out of the sky when my campaign gets to that level again (we're back in level 2-3 range at the moment). Really cool stuff!
Treantmonk wrote: I've heard that analogy before (or similar ones), but I can't say I necessarily agree. Winning initiative with an optimized wizard isn't necessarily instant win, even at high levels, though some of the forum chatter may suggest otherwise. To be honest, I have little experience in optimization theory and and zero experience seeing or participating in that style of game. Nevertheless, I'm enjoying following this thread and trying to draw some basic conclusions from the point of view of an optimizer and/or power gamer or whatever term people call want to call it.
ciretose wrote:
Well he did say this earlier: Treantmonk wrote:
Optimizers aren't necessarily power gamers, but power gamers are optimizers. At least that's what I'm seeing. So despite distinctions between the two terms, I tend to lump them together. @Treantmonk, I do enjoy hearing your insights.
Bob_Loblaw wrote:
I guess I lump "optimized game" and "powergame" into the same category then.
EWHM wrote:
I find that the high ACs and HP of those monsters with DR keep the mooks in their place well enough. EDIT: For example, I just cracked open my copy of the Bestiary randomly and got: p.102-3: Adult Brass Dragon – DR 5/magic, AC 28, 161 HP. What are mooks doing to that? ;)
vuron wrote:
You could probably get rid of DR completely on the majority of monsters with it as many of them seem arbitrary and many are bypassed by the time PCs are of an appropriate level to fight said creatures anyway.
vuron wrote: Note I really didn't screw with armor, shields and weapons because I feel most people accept the need for magical arms and armor but the other components of the big 6 have less justification. A little off-topic but: Vuron, have you ever considered making the enhancement bonuses from weapons and armor inherent based on level or BAB? Magical weapons and armor just provide the cool stuff in that case.
DrDew wrote:
I don't see any problems with it. You might want to allow acquiring a new favored enemy each time you take a Knowledge appropriate rank for the monster type chosen, and keep the bonus consistent with ranger level.
Kirth Gersen wrote:
On that note, EL, I suggest giving monks full BAB instead. It's becoming a more popular house rule I think.
One thing that I notice is that it illustrates how limited in scope the barbarian class is in comparison to other martial classes. Fighters, rangers, and monks have relatively quick access to this feat because they all get bonus feats built into their class as features. The barbarian has no such ability, and must rely on his feats gained normally to invest in getting access to these feats. Not saying that anything should or should not be done about that. Just making an observation. On the monk front, I'd at least reduce the Greater Battle Adaptation BAB prereq to BAB +15 so it at least can get access to it.
Evil Lincoln wrote:
It bothers me. Why? There is enough stuff to track in this game. Why track yet another thing? Drop the conditions altogether. Why do we feel the need to give a feat a cool ability only to curtail it somewhat with a drawback? We don't do that with the vast majority of spells do we? The main drawback of any feat (well, maybe not these particular ones) is that you didn't choose something else. Besides, why make your game harder to play? Oh, and this really needs serious consideration for Ultimate Combat.
I think this is a brilliant idea EL. You've just found a good way to make the cleric feature from the war domain available to all non-casters. Evil Lincoln wrote:
I don't have a negative reaction, but as far as "problems" go, one of very few drawbacks I can see with this feat tree is that it essentially becomes a "feat tax" because it's a no-brainer for the vast majority of combat-oriented characters. As far as drawbacks go, I'm not sure you need to add any to these feats. It's pretty annoying that several existing feats give you a drawback in the first place. And it's one more thing to track in-game. BTW, I'm yoinking this idea for my games!
My latest session needed some random encounter generation. I'm running a (not quite complete) conversion of the old Keep on the Borderlands module. After getting ready for the night's session to be yet another romp through the caves, my players, out of the blue decided to pursue one of the wilderness leads (spoilered for players who may be playing it):
Spoiler:
"Oh, the mad hermit! Let's go find him!" Being totally unprepared for this, but having the gist of the encounter from the old module, the random encounter table for temperate forests from the Bestiary proved valuable. (I didn't have time to pre-make one and if I rolled something that wasn't appropriate for the region, I would have just re-rolled until something that made sense was rolled.) The PCs ended up taking several days to accomplish the objective, with me rolling random encounter checks 3 times a day. One encounter rolled was 4 dire wolves (the party consisted of 4 level 2 PCs), which is a TPK encounter for this group. Perception checks revealed tracks… some Survival and Knowledge (nature) checks later, one ranger in the group surmised that they entered the territory of a pack of dire wolves and they were no match at this point for such beasts. The PCs opted to leave the area at once before encountering the threat. A good Survival check ensured that they were able to evade the area without getting the wolves' attention. And that was the encounter. I find it most enjoyable if a whole range of encounters is possible (from really weak ones to impossible ones). The key to make it work is that the GM should always present the players with a choice to act upon any given encounter (whether that is immediate or well in advance of the encounter).
Wolfsnap wrote:
Shields and feats are really your only recourse outside of magic. They'll only go so far though. Bards and wizards have plenty of defensive spells that will keep them safe. Other than that, your party might have to develop different tactics in later levels (like denying the enemy the ability to hit in the first place) if defensive magic boosts are scarce.
hogarth wrote: I second the idea of making it as close to E6 as possible. That's enough so that druids can wild shape into a large animal, sorcerers get level 3 spells and fighters get an extra attack as their "capstone" abilities, for instance. I the basic version of Pathfinder is meant to be an introductory game, then I don't think that is necessary. Giving the fighter an extra attack doesn't demonstrate anything to new players on how to play the game, nor does giving them access to 3rd level spells. But those are fine additions if the basic set proves popular enough to make it a variant game in its own right. (ala basic D&D). I like levels 1-5 as the level range, but 1-3 serve to teach new gamers all the fundamentals they need to know.
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