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Adamantine Dragon wrote:
I can agree to an extent, but I'm just looking for what's useful or even nearly necessary. I don't think that if everyone buys a tent and rations that there's a problem with the system, likewise if most parties pitch in for a bag of holding. They're just items that are so generally useful that they're generally bought by most parties (generally). ![]()
Lamontius wrote:
Thanks for more goodies!! I'm glad to know that we at least did the Wand of CLW xD Are all of these in the core rulebook, or also in the APG/etc.? ![]()
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Nails wrote: 10-ft pole. Kyoni wrote:
WOW, thanks so much for the great list!! I haven't even heard of some of these before, and the others have great versatility and utility. I'll make sure to look them up =D And I'd definitely rule that flour can let you outline a normal invisible creature - I like to reward players for creativity like that ^^ ![]()
Yeah, that's what I've mainly come to learn was those main 6, but nothing really outside of that (other than a bag of holding xD). Having excess scrolls is a good suggestion, thanks! I can see a lot of those coming in handy for the non-spontaneous spellcasters. I think it's sometimes hard for my friends and I to get out of the mindset of "be as frugal as possible to get the big stuff earlier." Sounds like we need to, though! ![]()
Hey all, I'm new to the PF forums and noticed a trend in the experienced players' posts - magical items that every player should have (or at least be aware of). I've DM'd a few homebrew campaigns, but they usually ended early (12th level was my highest) due to moving, graduating, etc. I don't have great knowledge in the way of magic or common items, so I was hoping for some help. What items should all players know about? General ones (rope, bedrolls (is there a point in using/not using them?)), magical ones (handy haversack?), class-specific (thieve's tools), whatever. I didn't know about weapon oils until today, and didn't know the PCs should generally have a big bag o' weapons during the earlier levels to overcome the odd DR monster out. What items would you recommend, from level 1-10 perhaps? I already know about the +enhancement and cloak of resistance magic items, but not too much else. ![]()
Ssalarn wrote: Gotchya. I think that at levels 1-3 the assumption is probably that you're using about 1 non cantrip/orison spell per encounter (maybe more if you're a spontaneous caster) and then scaling up at a rate of about 1-2 spells per encounter per 2-3 levels. Alrighty. I don't have the DMG downloaded on this PC, so I was trying to scour the net for what 3.5 recommended for encounters per day, but came up empty. I think that's what it was going over, and then my friend extrapolated from it a relative correlation between that and a caster's resources. ![]()
Ssalarn wrote:
I wasn't saying that you should be able to throw out your top-level spells every encounter - it's just something that a friend told me back when I was learning how to play (in 3.5), and I thought I had read it in the DMG, but I couldn't remember. I agree that going hands-a-wavin'/guns-a-blazin' every encounter is against the spirit of resource management, but if you only use 1-4 (depending on level) spells per encounter, and you run out... I thought that's what it was addressing. ![]()
MrSin wrote:
Which makes it sound like either the spellcaster needs to contribute in other ways (knowledge checks, party face, something), or learn to use his spells more conservatively. There's a certain satisfaction in knowing "wow, I'm glad I didn't use up all my spells early." Alternatively, is there a PF version of the warlock? Actually, isn't there a blurb in D&D that wrote something like "a day's encounters shouldn't typically go over a magic-user's resources," or something? ![]()
I'd say that powergaming is when you can breeze through an encounter or overcome an important challenge with such a low chance of failure or with such a minimal loss to resources that you can very reliably repeat it under most/normal circumstances. The encounter or challenge should be at least a fairly common occurrence in the gaming sessions played. ![]()
Malwing wrote:
I'm in favor of all of these suggestions. I'd also elaborate that (2) should be "better fighter feats," specifically. Though, because that buffs other classes who can pseudo-claim fighter levels, is that the best fix for the class? EDIT: Marthkus beat me to it, but the question should go to him, too =) ![]()
gustavo iglesias wrote: If your friends think patgfonder wizards and clerics are more powerful than 3.5 versions, then they don't optimize as well as they think. We cannot Pun-Pun or CoDzilla anymore, and we cannot do 4000+damage per round with magic missiles that drain levels. There's a difference between optimization and exploitation. I couldn't say with a straight face that those 3.5 experiments were "working as intended." ![]()
MrSin wrote: Giving fighters more feats isn't the best fix imo. They then have to somehow find an intuitive way to use them to plug in the weaknesses. That's not a garuntee. Feats also don't do the best job of filling in for 2 skill points per level, and might possibly just be used for more deeps or something like that. Well, they buffed casters by increasing their hit die from a d4 to a d6. Do you think they should buff the 2+int classes? They can do that by: 1) Combining skills (but that helps everyone rather than just the fighters). I actually already do this by combining Climb and Swim into just "Athletics."
I know that's not going to fix the "omg now they're viable!" complaint, but it sounds good, seeing as how they buffed a combat feature of the mage but not the out of combat features of the fighter. ![]()
Zilvar2k11 wrote:
Let me preface this by saying I don't have experience in high-level play. The only two things that come to mind are 1) give the fighter more bonus feats, and 2) give the fighter a chance to shine. For a few reasons: 1) Give the fighter more bonus feats. Like you said, they can be used to plug up weaknesses, and are pretty much the only thing in game (aside from magical items) that make you versatile both in and out of combat. You can use them to get more skills so you can interact better, or more varied combat abilities so you don't feel like you're doing nothing but full-round attacking each turn. Every class is supposed to have weaknesses, so if you feel that the fighter has too many, throwing more feats should help. 2) Give the fighter a chance to shine. A lot of power comes from both the power and versatility from high-level spells, but they don't mean much in a place where magic doesn't work. Making sure that this is included in high-level play lets the fighter use his (Ex) abilities to their fullest extent. Sorry if that wasn't much help =/ ![]()
Porphyrogenitus wrote:
Thanks! I wasn't aware of those abilities. It provides some good precedence upon which to add things to the fighter. Your point reaffirms my initial thought that it sounds better for an option for that class, rather than just an outright gimme. I'm sorry if you viewed my modification as a rejection - I never intended it to sound like a flat-out "no." I've given up the idea of refining the archetype because they're looking for suggestions to improve the overall base class, to which my archetype idea doesn't satisfy. I'll be trying other things =) (EDIT: but adding some portion of your fighter level to your leadership score does sound sensical for that proposed archetype) ![]()
Malwing wrote:
I really like the idea of the fighter gaining social perks like that. It adds flavor, has an impact in the world outside of killin' stuff, and makes sense for most to all archetypes too along with the base class. Sounds like a great start! ![]()
Zilvar2k11 wrote: I would argue that's not a ' helpful modification'(s) 'to this idea', since the problem lies in the base class. Removing it or relegating it to the realm of archetype still leaves the fighter with an inability to influence the narrative of the game that many other base classes enjoy. I suggested a, in my opinion, more appropriate place for such a feature that would expand its creativity and options. I would deem that as helpful... But you're right, it doesn't outright "fix" the overall class in every playable way. I would say to have a closer look at its archetypes, though. I didn't like the Vitalist (DSP) class much until I saw its archetypes. Fighter has a great general foundation, but for actually picking the kind of fighter you'd really like to play (influencing things in the game in a particular way), I think archetypes serve that pretty well. What ways would you like to influence the game that you feel the fighter currently doesn't? I'm sorry if you mentioned it before, but I just don't have the time to read all of the 2k+ posts (and I doubt the devs would venture to do so as well). I'll try to provide some ideas. ![]()
gustavo iglesias wrote:
I'm not aware of any archetypes that have built-in leadership and improve upon its effects, but then again I haven't really scoured fighter archetypes. It'd be pretty interesting, I bet. ![]()
TriOmegaZero wrote:
Because THAT was helpful. >_> Look, you can decide how you like for yourself. Stop acting like you speak for everyone, or that providing commentary on modifying an idea is somehow less worthy than creating brand-new ideas. It's arrogant and offensive. I've already provided helpful modifications to this idea. ![]()
TriOmegaZero wrote:
Just because it's unhelpful to you doesn't make it irrelevant. I do not need to provide an answer in order to point out the wrongness of another posited answer. ![]()
TriOmegaZero wrote:
Because when such an outside influence-dependent feature is forced on a base class, it hurts the class and the game in terms of freedom. Make it optional, like an archetype or something similar. ![]()
TriOmegaZero wrote: But if it's a feat it's A-OK? gustavo iglesias wrote: so getting an army couse you are a high level fighter = nonsensical. But getting an army because of you spent a feat is ok Correct, because taking a feat means you are expending time and effort into gaining said army. You don't become an army magnet just because you dinged a level. I would hope you could follow that logic... ![]()
Kirth Gersen wrote:
Trying to reinstate most rules from that far back in nonsensical, given today's format. They're fine for flavor, but mechanics-wise simply do not work. Insinuating that any NPC would do anything automatically by virtue of someone's CLASS is actually ridiculous. Also, there's a clear difference between "people revere you, and are more likely to aid your cause" / "you gain a bonus to leadership" and "you gain an army" just because of your level. Trying to correlate this de facto condition to wizards casting magic does not make any sense to me. The wizards are outwardly changing things, and the fighter is being forced-upon by NPCs. ![]()
HangarFlying wrote: I'm addressing the nerd-rage attacks on the GM, in which they apparently didn't consider the other side of the coin. Because the GM is drawing a conclusion based on the false premise that a barbarian cannot inflict non-lethal damage while raging. It would have been more correct to say "well, actually, you can still do lethal damage, but I'm okay if you want to role-play it so that you can't," rather than "yup." ![]()
Quandary wrote: And really, the basic meaning of the word 'patience' does indicate that the period of time is relevant Not in the definitions I see... EDIT: I'm dumb xD You're right, sorry!Hey there, I love rules arguments, so I thought I'd step in here =) Just to recap:
Rage (Ex) wrote: While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Alrighty, so let's look at the parts up for interpretation - patience and concentration: Dictionary.com wrote: patience - bearing provocation, annoyance, misfortune, delay, hardship, pain, etc., with fortitude and calm and without complaint, anger, or the like. So let's say a baddie punches the barbarian in the face, and he rages. If he responds with anger, or in a way that isn't calm, he's good. I'm sure that dealing damage to your opponent, even if it's non-lethal, can be done in an angry manner, so we're good there. I'd probably say that if he, say, strikes twice and misses because of the -4, he would become impatient with that method. Dictionary.com wrote: concentrate - to come or cause to come to a single purpose or aim. Well that's unfortunate. By that ruling, the barbarian wouldn't be able to do much of anything then! Since that definition wouldn't make any sense, we'll look at another definition. Dictionary.com wrote: concentrate - think intensely (about). To whack someone in the head with the shaft of your weapon, does that require intense thinking? Keeping precedence in mind, I'd say no. If you can perform tasks like riding a horse and tumbling deftly to avoid enemy attacks, I believe you can perform tasks like hitting someone with something other than the pointy end of your weapon. Is there anything unclear or should be disputed about that? ![]()
Incredibly interested in your developments, Dabbler! I've always liked Monk but felt like it needed too much. My groups in the past say that they HATE point-buy, so I've learned and have grown with just rolling, which they've even modified so we usually roll higher. It lets monks shine for us, but also really shows its limits once it's taken away. I'd love to, next campaign, take on your monk's changes for my next character (playing a Vitalist [life leech]/[sadist] for a new campaign tonight) and see how it does! =D ![]()
Blueluck wrote: There’s no time to check for magic, better kill them all and burn the bodies? You, as the GM, are calling them bandits, but I doubt the men who attacked them had that as a battlecry, “For profit! Die, so that we may become wealthy!” ... and anyone with a sense of justice must surely at least ask before executing them all! I couldn't stop laughing!! xD I just HAD to make an account just so I could reply to this! |