Yeah well, the biggest problem with the Pally in any serious campaign is that everyone hates the Pally including the GM. Typically no one plays the Pally cause he is beset with so much responsibility, so if he edges the synthesist in combat that's okay because the synthsist is laughing his butt off while the Pally is getting brained by the GM. Yeah everything can be broken. Everything can be fixed. I havn't banned the synthesist in our group yet, but really to be played so that everyone can appreciate the group we have to do a bunch of adjustments. Which I suppose should be all right as it will teach me temperance and understanding (I hope). Cheers, PS, I editted my original post on enworld as who am I kidding, I will probably always buy Paizo and I agree that it was poor form to open like this, thanks.
Odraude wrote:
Shsh, only the admin was supposed to read that and be goaded into writing a decent errata. Just K. Yeah Odraude, don't be so defensive, I'm not slamming anyone here especially Paizo whom I will state for the record are the *best modern publishing house. I believe they have done wonders for the gaming community. I am concerned though of something called the power creep-- which if anyone has ever played warhammer40k is also know as codex creep whereby every book release is made ever so slightly more powerful in an attempt to lure the markets. The syntesist is the last class made available by paizo in core format and they should be made aware that the class is broken. As defined within Pathfinder conversion rules, anything that obsoletes an existing rule should be reevaluated (more or less). The synthesist clearly outclasses *all other characters (and monsters for that matter). It is a deviant within the d&d multiverse and is clearly too ambitious for what it is. I shudder to think of how many games will be wrecked and how many campaign dreams will just die because of it.
Thanks Thalin, I say we round up all the synthesists and have us a books burnings. I did write an email to paizo expressing my concerns regarding the unbalancing mechanics of the summoner synthesist within the Pathfinder community, yet if they are anything like other corporate bigwigs than I don't anticipate any practical response. I think thus in the matter of the summoner: an once of prevention is worth a pound of cure. Cheers,
Well, you may be correct wraithstrike, I have invited Chase to come onboard this thread and hopefully he can shed some light in all this. Even so, this would lay validity to your claim that the syntesist is improperly played half the time (due to poor interpretation from inappropriate classification in Pathfinder). I invite you to visit a thread that I started on Enworld, it does have a quick formula that I devised for determining the effective brokenness of various melee characters) http://www.enworld.org/forum/pathfinder-rpg-discussion/318582-synthetist-sh ameful.html Cheers,
We have a level 9 synthetist in our group whom in my opinion absolutely breaks the game. The character is a be-all, 5-attacks, 15' reach, dimensional, invisible, flying mount with over 230 dispensable hit points that can easily single-handed kill any and all opponents (possibly even a 20th level fighter) including his entire party if need be. As a GM, I can pit anything that I wish against him, including a CR20 Demon. But this is not going to be my approach. Rather, I wish for my group to grow together and for us to recognize the principle of greater change from greater resistance. This is a difficult path for it means that all of us must recognize that there will always be broken things in life and even through we have access to these broken things it doesn't mean that we should automatically reach for them at all times. The best thing to do in my opinion is to expose the class in context to the game. Better to have all powergamers than just one in the group that way everyone can be like a super sayen (dragonball) and create an even playing field that will be evenly distributed amongs everyone including the GM. So for example, up the CR by a couple. But for this formula to work it is important that all players have the same power, so it may be necessary for the GM to give added levels or magic items to each other player that is not the synthesist. Speaking of magic items, to avoid redundancy of stacking modifiers, it may be necessary to play a low fantasy setting. Why bother dropping magic items that would give more + and abilities where a party has an inherent abundance of these modifiers to begin with? This is not only redundant but ho hum. Unless you want to just skip the item drops and go straight to the artifacts and I am certain their are better game designs out there that play with godlike characters (aka Warhammer 40k heh heh). So yeah, communication is the best because once everyone in the group realises what is going on when there is an element in the party that abuses the mechanics of play (as intended by the common factors of Pathfinder). Once the GM and other players can really understand the common denominator of the game, that it is NOT the GM vs players but rather players with strings to their characters while the GM turns his hand crank to display his colourful road-- then can players alike begin to understand the necessary demarcations that make a game more enjoyable through the virtue of its esteemed *balance. Perhaps why Chess is revered for the past 1000 years, not because a knight or bishop can win the game by themselves, but rather that they each have a role and function that forms a balanced environment. Yes, the syntesist is broken. But rather than to disallow this class, recognize the broken for what it is, a shallow, deprived piece that needs help to rise to our humble level. When you learn to play with the broken, then will you see all (aka majority of 3rd party content) broken content and be better suited to deal with it. ANd take it from a 30-year gamer, it is never easy and you will think that you have mastered it only to find that you have not mastered yourself. Cheers, |