GeneticDrift wrote:
the worst is the leech swarm, they usually take less damage from fire because they're most likely in water and they can eat through a wooden boat if the GM is evil enough. Also looking at it to write this post, they have dex DRAIN poison, deal 1d3 str and con damage and +24 to stealth checks in their natural habitat. Its CR4 somehow.
MerlinCross wrote:
my real question is how the resonance system is going to work at all with many magical items, will the bag of holding spill everything out when you're not wearing it? Will the Ioun Torch spend one resonance to float? Will there be rules for magical items that aren't supposed to be carried around like for a flying boat or something?
so your excuse is "there might be a completely different type of elemental not mentioned in any other sections which is what they're really talking about"
also this section found under golems states that the most commonly used "elemental spirit" is an earth elemental which is an actual int 4 minimum creature "Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator." EDIT:Ninja'ed by TheFinish
"come on, you only need 9 pounds of napalm to disperse the spiders! It's only 2 players worth of starting gold. Its an average level 1 encounter"
Doktor Weasel wrote:
I think the problem with this is what complaint about undead can you not make about golems?
Since they said that instead of using a formula to stat out monsters like they did in 2e they'll give it the stats they think it needs I was thinking what monsters are you hoping will be improved in the new edition. personally I am looking forward to they fey getting reworked since there were many that conceptually aren't tricksters like the Nuckelavee who all had pretty terrible BAB despite the fact that they're fighters. Also I hope that they put in the weird fey protections that exist in the myths.
barbarian:I think they don't have enough mechanical aspects to show how the nomadic/wilderness aspect if the character. In 2e that would probably be giving them something extra for the nature skill. Maybe also give them an animal focus type ability if you want their nature powers more supernatural Paladin/inquisitor/warpriest: make a general warrior of the faith class, possibly with archetypes to mimic the specific classes (like giving holy protection for paladin, the tracking for inquisitor and holy boon like effects for warpriests). Occultist: I would like the implement system to be more robust and maybe replace their magic completely (especially since I didn't like how similar psychic powers were compare to regular magic) Kineticist: I'd like their powers to not be based on taking damage since it just didn't feel right according the people I play with as well as myself. monk/ninja: I want the ki abilities to be a more fully fledged system. I also want martial characters to have more supernatural options and archetypes. Since most pathfinder campaigns have a lot of magic in the world its weird that a fighter or rogue wouldn't pick up a few tricks
graystone wrote:
This is especially bad for me since the reason I favor d20 skill systems in general is because target numbers and taking 10 give a good idea of what a character can just do. I've seen enough arguments over how reasonable it was to make someone roll for a skill to know how bad grey areas are.
In the alchemist playthrough they implied that some class features will require you to use resonance too because quick alchemy uses it. I'm just hoping there's enough resonance abilities for classes at low levels so I don't have to look at a full stat until I start collection magic items. Also I like the concept of everyone having some innate magic since it'll help justify improbably abilities that mundanes have
Vanykrye wrote: If it's a horror-style game, I can see it, but generally it's going to be more trouble than it's worth. It's not just keeping track of their HP, it's also the DR, resistances, immunity, etc. not to mention when you miscalculate a character's hp and they die because of it. There are few things that anger a player more than finding out that the reason they died so easily is that you screwed up yhe math
1. make every class have abilities: I find it so boring that non spell-casting classes have so few abilities to work with, at best being able to just use what everybody else can as well as their main class feature (barbarians attack or rage than attack, cavaliers can challenge etc.). even 4 level spell-casters like paladins and rangers are sorely lacking in interesting out of combat options. I would change it by adding some sort of general martial abilities system that all non spell-casting classes would get with 1/4 casters getting some of both which would be a bit radical but casters get dozens of pages just for them. 2.Superhuman skills: I agree with others that skills should be able to scale much more than it does now. It strains my belief a bit that the same person can take several siege engine shots to the chest yet have to be over level 10 to have a 50/50 chance to meet the world high-jump record. I think that something like skill unlocks applying to all skills as soon as you get a given rank so for example if you have 8 ranks of acrobatics you get one foot of vertical jump for every two points instead of four. I would also require a minimum bab or slower growth if the character has caster levels so spell casters would have to rely on spells. 3.charisma should be more central:as many said charisma is the most easily dumpable stat in the game and while you want to easily neglect some stats its a bit much for one stat to be completely useless if you are from a specific build or class. If all supernatural abilities were based on charisma it would be more significant but it would still be safely ignored by fighters, cavaliers rogues and more. 4.cut the pointless stuff: many weapons can be described as "Like x but better/worse" so why keep them. Put in a "battleaxe can substitute for a warhammer". 5.make weapons matter: this is a counterpoint to my last point but if you want to keep this many weapons in you have to have a point for their existence. Have more things affected by damage type or if you put in special martial moves like I said before you can have certain ones require certain weapons like a move that ignores a certain amount of AC has to be with a blunt weapon or light weapons can be used for arterial strikes
Also many of the tings that are basically a given for every other class aren't in the fighter. Basically every class has a resource that allows you to change tactics depending on the difficulty of the fight and a suite of abilities that allows you to do different things. The fighter in contrast has no resource whatsoever and can only use the abilities everyone else has unless you have several specific non core books. Fighters are also considered pretty boring because all your choice is during character creation or leveling. So many feats are passive so it doesn't change how you fight (power attack, critical feats), are a choice between styles that you always stick to (two-weapon fighting, point blank shot) or enhances maneuvers of which only a couple are useful and other classes can do as well. There are some feats that give options but they are often so prerequisite heavy that it becomes your only thing (whirlwind attack) so they tend to feel very one trick. A lot of people like the fact that you have to choose between different abilities that might be limited each turn. For example a barbarian has to choose if the battle is important enough to rage in or what per rage ability to use if any. Frankly I hope that they make an unchained fighter someday just so we can have the class in a single book rather than have a 5 book dive for competence.
I always hated the maneuver system, especially the attack of opprotunity for those without the improved maneuver feats. I can only imagine the amount of bar fights that end with dead guards because the drunk with the knife got to stab them in the chest when they tried to take away the drunk's weapon. This goes double for non-human guards who have to wait until level 3 before they can try to get improved disarm. I find it completly against the idea of heroic fantasy that maneuvers require multiple feats just to not get stabbed during my own turn. All the other table top games I've played were much less restrictive when it came to secial maneuvers and it just feels wrong that my accountant from Dark Heresey starts off with more melee techniques than my paladin.
I saw this thread and thought I should post some of my crazy ideas, more to come (hopefully) Pathfinder/ D&D 3.5 more innate abilities In pathfinder I always thought that there should be more passive effects that come from a class' base abilities so I decided to write some of my ideas that I came up with over some sleepless nights. In essence I wanted to think of things that can come as part of Base attack bonus and saves besides bonuses to certain roles. Base attack bonus: I always hated how you had to take a feat for a small speed boost so why not let your adventurers actually move fast with experience. Simply put for every 5 BAB your adventurer gets a 5-10ft speed bonus as well. Fortitude save:each point in fortitude increases the character's resistance to extremes in temperature by 5 degrees. ex: if you have a +4 bonus to fortitude suffer from extreme cold when the temperature exceeds -40 degrees, instead suffering from severe cold. Reflex save: The basic idea that everyone thinks of, use reflex for initiative. The only problem is that paladins get better reactions than you'd expect Will save: No clue yet, might be my next post if I figure something out |