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19 posts. Alias of RandallC.


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JohnnyKage wrote:

I like some of the ideas of 4e. If it's smart and usefull why not make use it?

I fully support this line of thinking - the one major attraction to 4 e for me was the "all info provided stat blocks" for monsters.

I reccomended Paizo do soemthing similar in an earlier post when Pathfinder first came out.

I like what was done here, but would welcome any attempt to move in that direction.


The Ultimate Weapon – A “Quall’s Feather Token – Tree”

The first time this was used on me as DM – I was running the PC’s through “The Standing Stones” 3.0 adventure. The final battle had the baddies (a tielfing sorcerer and his cleric ally) on top of a tower casting spells down on the OCs and their allies.

The crazy fighter/rouge in my party who excels at doing the most off-the-wall stunts, rushes to the locked front door of the tower and announces “I shove my Quall’s Feather Token – Tree” into the key hole and say the command word……”

OK, DM takes deep breath and pauses to go - “How the Hell am I going to regulate this…???”

Ultimately, I decided that the tree erupted up through the side of the tower. I came up with a fair assessment of how much damage it would do to those on top of the tower as the upper branches exploded outward…and basically had fun telling everyone how the two baddies failed their saves, took damage from the branches (worse for the cleric as she had Protect Other or whatever the spell is called that allows a cleric to absorb half the damage of another), failed their skill checks to remain dangling on a branch and eventually fall 50 feet or so to take more damage. The cleric was killed, the sorcerer was knocked out. (He later managed to DD out of being tied up naked – but as he was running down a forest path to escape, his little devil tail twitching above his bare behind, the local wood elves peppered him with arrows to finish the job.)

Could it get sillier? YES.

Just weeks ago, the Party was finally facing the final encounter in Nightfang Spire to face off the Vampire Lord Gulthias. I knew they planned to use a tree token again – and even had a defense ready - a Forest Haunt from MM5 was allied with the Vamp and waited in the area I thought for sure they would summon the tree, ready to animate it. As expected, the Players were not prepared to face a flying vampire in a cylindrical shaft, so this threw them a bit – but to my surprise, instead of using the tree token to climb up – the same crazy fighter/rouge announces he is firing his bow at the huge heart of the Dragon Ashardalon from whence Gulthias draws his power and which hovers at the top of the shaft. Amazingly, he manages to overcome the Heart’s hardness by 1 point of damage and then announces – I activate the command word for my “Quall’s feather token…” Here we go again….

I had the tree do significant damage to the heart – spilling its contents, which included necromantic sludge, over the party (everyone made saves to avoid in some way- so no fun there). The tree then crashed down on the upper catwalks. Gulthias failed his save to avoid and took some damage. The tree then became a staging platform for some of the PCs to fly up to and attack. As for the Tree Haunt – it went down in two rounds from the other rouge in the party with a ghost touch dagger. Never got to use its animate tree ability. And Gulthias - after taking some damage from the cleric’s maximized “soundlance”, then rolled a natural 1 to save vs. “The obligatory lucky disintegrate beam” from the party wizard – he took 85 points of damage in 1 hit, went gaseous and retreated to the remains of the Heart (his coffin) from where it was an easy for the Party to tear it apart and destroy him for good.

So be warned – those Tree Tokens are nasty. Imagine what a “Token – Boat” can do….


EndVision wrote:
I'm pretty sure I'd read somewhere that Monte felt like his time as an RPG designer was winding down. If thats true I'm doubly happy that he found a project to keep him excited in product development. MC is one of my favorite designers, from AE to the CoC book he did at Wizards, if there was any question about whether or not Paizo had become the true home for D&D, its answered now.

I always found the timing of Monte's "withdrawal:" from RPG and WoTC in particular just before WoTC's decison to not renew Paizo's license for Dungeon and Dragon mags and only 2-3 months before the big 4e annoucement ot be quite telling.

My belief is that he was as disgusted with WoTC's attitude towards its 3.5 customers and the lack of backwards compatibility in 4e as we all are. He decided to hang his hat for a while.

But with PAIZO taking on Hasbro for the soul of DnD - I guess he heard the call of destiny.


Archgamer wrote:

PRPG is to be backwards compatible, the books of experimental might are a whole new take on the 3.5 OGL.

I'm firmly against that!

As even Jason B. implies in his message just below yours - not all rules from BOXM would break the backwards compatibility standard. Adding extra combat maneuvers (like throwing! and knckback) and class abilities, alternate damage and dying rules, etc. are where 3.P is heading anyway.

Let's trust these guys know what they are doing and will give us a product that meets all our needs and aspirations!


Joshua J. Frost wrote:
Monte Cook Joins the Pathfinder Roleplaying Game™ Team

Like Manna From Heaven.

I just purchased both Books of Experimental Might and was going to make a suggestion to PAIZO that they review the alternate rules for consideration for Pathfinder if not down right adopt them and then get Mr. Cook on board!

Then to see this - it's like all the stars are right at last.

Now if PAIZO can just purchase the rights to the 3.5 OGL/SRD away from WOTC and therefore be allowed to use all the Complete and Races books - all would be perfect.


Thomas Mack 727 wrote:


One rather large whole though IS reincarnation... Whats to stop the party from killing the fighter/barbarian and reincarnating them repeatedly till they are bugbears and then using Restoration to deal with the loss..? It would only cost a few thousand one hundred gold for a huge advantage stat wise...

What's to stop this? I hope the fighter/barbarian who is none too keen being killed over and over.

And if not - I would assume the DM, who would prevent the obvious abuse of a rule.


I like the new simple grappled condition. That's all we've ever needed. One suggestion - please retain the rule where the grappler (and victim) loses their DEX bonus to AC. This allows them to be subject to sneak attacks.

One strategy my groups use to good effect when grappling happens is to have the rouges get grappled just so they can sneak attack the foe to death.

Nothing surprises a great tentacled monstrosity more than grappling the gnome rouge and then getting shived for 6d6 damage from her dagger.


Jason Bulmahn wrote:

As with the Wizard and the Cleric, the druid does get a new level of spells in each one of the levels that you mention.

Jason Bulmahn
Lead Designer
Paizo Publishing

My mistake - haven't look at these rules for a few weeks and thought that all classes got some special ability (like a Domain or Spell Power) at every level.


It seems to me that all the other Classes have been given "something" at each level, be it a bonus feat, ability or class feature to make sure there are no "dead levels". However, the Druid still seems to have dead levels where other than getting more spells, it gets no new abilities. Take a look at 5th, 7th, 11th, 17th and 19th level - no new abilities.

To be fair, druids need more in these slots - perhaps bonuses to their wild shapes and/or companions or more spell like abilities.


Malitia Invictus wrote:

One thing I dislike about the new wizard class is that they get spell-like abilities without necessarily having those spells in their spell book. This is fine for clerics, whose power flows from their god or maybe for sorcerers whose power is innate, but I dislike it for wizards who get their power from their profound understanding of magic. Here's what I've come up with for wizards in place of the abilities listed in the alpha release PDF:

I am glad you raised this issue as I wanted to start a thread on it.

I am also uncomfortable with the spell-like abilities that simply mimic spells - spells which are not necessarily ones the wizard has in his/her spellbook. I also would rather see powers that enhance the wizard's existing spells and abilities.

Your list sounded better - recharging spells, etc. But I am open to other ideas.

It just makes no sense that a Universal wizard at 3rd level gains a fireball 1/day. Why? Because it is such a common spell and they will probably learn it any way? If that is so - then they should get it in their spellbook as a freebie. And what if you like lightning bolt better?

No - I'd rather that at 3rd level, they can recharge their spells or they get a +1 to ranged touch attacks, or extra damage or something.

Should mimic the fighter's new weapon and armor specializations - they simply get better at what they do as they go up.


Jason Bulmahn wrote:

The problem here is that there a number of different combat types and, in some cases, entire adventure concepts that leave rogues with little to do for most of the fight. Undead, construsts, plants, and oozes are all common enough in the game that it can create a real problem for that character type. Hence, the removed immunity.

As for undead HP. I think you will certainly see a number of undead receiving a bonus to their HP equal to their Charisma modifier x their HD.

Jason Bulmahn
Lead Designer

I agree with you. This is precisely where we should be focusing - how to make the game fun for all PCs so no one ever has to sit back and go - "I can't do anything this encounter" rather than whether or not it makes sense if an undead has a vital spot.

My current campaign is in Nightfang Spire - and this module has dragged out for many, many, sessions (no fault of any one - it's just a tough module). The two rouges in the party felt pretty useless by not being able to do significant damage to all the undead. Half-way, when I heard 4e was going to remove the immune to crit rules, we created a house rule that any extra damage from cits or sneak attacks was treated as "nonlethal damage" and when the undead or golems in the tower reached the point where they would "fall unconscious" I instead declared them "slowed" - able to take only one action.

This satisfied the party but not me so much as I had more to track (nonletal and regular damage) It came to me we should just give the undead more HP so they remain a challenge but the rouges and fighters (when they crit) can still have their fun too. Then I came across the Boneclaw and its bonus hp in one of the MM's and I said - hmmm, this is an idea.

I am glad you are considering the CHA bonus thing too - I will use this now for the finale with the vampire lord Gulthias.


ZDM wrote:
I really think undead should be immune to crits. The whole idea is your hitting something vital. Undead are moving masses of meat, no vitals to hit.

However, most corporeal undead have a weakness. Zombies - take off their head, vampires - impale through the chest.

So in a way - they do have vitals and should be subject to crits.

Same with constructs - a blow into a gear or joint stiffens them up.

Plants - cut off a vital root.

Oozes - well you got me there. :-)


Jason Bulmahn wrote:


Golem101... You are on to something here. An option would be to add feats that allowed you to take these sorts of actions (or something similar). Lets say take a look at the following possibility...

I don't mind where this is going - but I would say you should not have to buy a feat to do this.

I would prefer a rule that says anyone can just use their extra attacks to either add to damage of the first attack OR gain extra movement (5-foot steps w/no AO). This reflects that those with high BAB are so efficient they are making any number of actions during a round not just hitting. Kinda dumb when you take a full attack option when fighting one opponent and your first hit drops him. The rest of your attacks are wasted. If I could drop my foe and then move 5 feet for every extra attack I have left - I can be more useful.

Another useful option is to be able to push your opponent instead of hitting them. Say I get three attacks, if I hit with my first, I instead use my next two attacks to "push" my opponent back in 5-foot step increments per extra attack I spend. This again adapts to the 4e idea of lots of tactical movement, but is easily adapted to a 3.5 game.

And keep in mind - how would a rule change here affect extra attacks from feats (e.g. rapid shot), spells (e.g. haste), and two-weapon fighting?.

BTW - I would also like to see some spells like say acid arrow (or any with a ranged touch attack) get the benefit of multi-attacks. Why should a wizard get one shot with a ranged touch attack, while the ranger next to him is getting three shots off with his bow? I know scorching ray already accounts for multiple shots but it is based on level not BAB- but I think most ranged touch attacks that emulate a normal ranged attack and have no saving roll (like disintegrate, which should remain a 1 shot/spell) should benefit from high BAB's.


If undead are no longer immune to crits (which I am fully behind), I am wondering what ideas there are to offset their lower HPs (due to no CON bonus). Now that they can be critted - they may drop a lot quicker (especially if the rouge sets up their sneak attacks well)

Is this even an issue?

Should Undead HP be pumped up? And if so how?

Some ideas off the top of my head:

Increase all current 3.5 undead's HP by a set number (the way constructs get)?

or base bonus HP on CHA the way the Boneclaw gets (I believe without checking it's something like +CHA bonus/HD).

Curious what PAIZO is thinking and what everyone else would like to see done about this?

BTW - this goes for oozes, constructs, plants, etc. too.


One big idea I have for speeding up gameplay is that stat blocks for Monsters need to provide information about spelllike abilities and special attacks so I don't have to referenced the PHB every time I utilize a creatures abilities.

For example: using a quick example off the top of my head

Pit Fiend

Instead of saying Spelllike abilities: Fireball 3x/day, CL 18

include the following:

Fireball 3x/day (Range 100 feet, 10d6 fire damage in 20' radius burst, Reflex Save halves DC 18).

(I know the range and DC may not be accurate but I am just making a point - I would have to consult the PHB to determine exactly what all that would be based on the Pit Fiend's listed CL and that would slow the gamedown as I flipped through the pages)

Another example:

Nighthag

Enervation/At will CL 12, (Range 50 feet, ranged touch at +12, no save, 1d6+5 temporary ST damage for 8 minutes).

Just a thought. Another 4e idea I like and would like to see included in any 3.5/Pathfinder stat block from here on.


I'm all for rules that speed up combat. For example I am not too thrilled with Pathfinder's new grapple rules or cover calculations. I want to spend less time on this. Make a grapple check: hit or fail - Period.
Under cover - +4 to AC, period.

4e is trying to go this way. If Pathfinder is to compete - it must adopt some of this mindset. Just don't go all the way 4e is so that it becomes nonsensical and childish.


I prefer keeping the iterative attacks. My players enjoy them and it keeps the cinematic mood of seeing the fighters swinging against a number of foes.

While the whole 4e "on hit per turn unless you use a power" may speed the game up for all, it just does not make sense (like so much 4e).

And yes - the slow part comes with the player who must roll every die one at a time and on top of that can't count for _______.

I tell my players - roll all your dice at once - d20's for hits and damage. But I have one who just never will. When he does not play - the rounds fly by.


Elvith Gent wrote:

There is necromancy in the Book of Exalted Deeds. So, necromancy isn't an evil school.

Be undead is an evil act.
So, the power must change to stay neutral.

Being undead is not an evil act in of itself. You can be a good aligned ghost or even a good lich (I have seen those somewhere - I think there are some good ones in the Forgotten Realms).

You can also use the example of "ghost" from the Ghostwalk Campaign - where you are more of an outsider or spirit.

You could also just skip the 20th level of necromancer OR just not take advantage of this power.


John Robey wrote:

I like it even simpler -- +4 for cover of any kind, or full concealment. Fast and does the job.

-The Gneech

I agree all wholeheartedly.

The whole move to 4e was to make thing simpler so as to not slow down the game. If Pathfinder is to keep up - it must stay simpler too. 3.5's +4 for any cover other than complete is simpler for me. I don't even care about lines. Counting lines slows the gameplay and leads to the inevitable argument.

Now 4e is going for only a generic +2 for cover. I prefer the current +4 - but either works.