Pathfinder: Hindered by faulty game design.


General Discussion (Prerelease)


NOTE: Please read this entire post before responding. This thread is not about Weapon Focus; I am merely using it for illustrative purposes.

I was reading through a thread. Somebody had made the innocuous (but poor) suggestion that Weapon Focus should add to BAB in order to qualify for iterative attacks. Then one of the designers posted.

And then I learned that Pathfinder is being sabotaged from the inside out. Unintentional though it may be, at least one designer is cutting out Pathfinder’s guts.

Here is what he posted in this thread.

The Developer wrote:
Frankly, feats and abilities that fade into the background as you grow more powerful are, I think, good for the game. One of the largest problems facing high-level play is the complexity. if EVERYTHING you ever gained as you level up remains equally useful at higher level then all of a sudden at 15th or 20th level or whatever, your character is suddenly way too complex.

The problem this developer has is that high-level play is too complicated. What he is saying (specifically) is that turning Weapon Focus into a feat that starts out at a +1 bonus on attack rolls and then increasing its potency so that, in the end, it encompasses the entire Weapon Focus line (+2 on attacks, +4 damage) is too difficult. This idea is mind-boggling: Pathfinder has given fighters more to keep track of (Weapon and Armor Training), and the system has increased the number of feats characters get across the board. Which means that all the classes have become more complicated. This thought process is counter-intuitive to most of what Pathfinder has done with the 3e system. (There are, of course, some exceptions, such as CMB and the skills system.)

The Developer wrote:
That might be okay for some players, but it's not for others, and it's CERTAINLY not okay for GMs who don't have the advantage of growing used to a specific stat block's evolution and powers over the course of years of play.

Now the argument is vaguely about backwards compatibility. Pathfinder is backwards compatible in that it keeps most of 3e’s downfalls, fixes the bigger problems in the game, and leaves the rest to house rules. The CMB alone takes a dump all over backwards compatibility, and the new skill system worsens it tenfold. Backwards compatibility is loosely maintained, but not enough that one wouldn’t have to re-configure all the monsters in a module.

The Developer wrote:
Abilities, spells, and feats that fall into the background as you grow more powerful and are replaced by more powerful options help keep the game from growing unmanageably complex at high level. And if at 15th level, you're bemoaning the fact that you "wasted" a feat at 1st level for a benefit that, at the time was pretty good, but is now a drop in the bucket, I don't know what to say.

What “more powerful options”? The fighter gets few. In core 3e, his option is Power Attack. In Pathfinder, he can trade some attacks for extra damage. Fighters don’t get options.

Furthermore, this entire thinking falls apart when one considers other feats in Pathfinder—there are a huge number of feats that stay useful throughout a character’s career no matter what. They also have few prerequisites, if any. Off the top of my head: Natural Spell, Quicken Spell, Improved Initiative.

Basically, this attitude forces players to plan their characters out over the entire 20 levels. With his thinking, you can’t spontaneously decide that you’ll take Weapon Focus because it sucks. But you might need Weapon Focus to qualify for another feat, which means you have to spend your 11th-level feat on a weak choice in order to suck a little less later on.

The Developer wrote:


If the problem is the conception that fighters loose their oomph... keep in mind that ALL classes have things that start to suck at higher levels, be they self-obsoleting spells like cause fear, sleep, or circle of death, or be they racial abilities (at 20th level, does a gnome's ability to speak with burrowing mammels even count anymore? How about a dwarf's stonecunning?)

Invisibility remains useful at 20th level. You’ve got a way better form of invisibility, but that 2nd-level spell can still be used. Rope trick. Mirror image. Greater magic weapon. Haste. All this stuff remains useful. Weapon Focus? It’s always weak. A +5% chance to hit is worth less than Toughness.

The Developer wrote:
But [feats] don't all cost the same. Something like weapon focus costs one first level feat for some folk, but for others it costs one 2nd level feat, due to the prerequisite. Likewise, a lot of the more powerful feats have prerequisites that make it more difficult to pick.

Incorrect. Natural Spell and Quicken Spell have no prerequisites. They’re the most powerful feats in the game. Feat chains are bad game design because they put a stop to organic character creation and force players to plan out their builds. Which is bad. (See below for more details.)

The Developer wrote:
The alternate, that all feats are available at 1st level and are all equally powerful would make for a pretty anemic and dull system, I think.

Strawman and false dichotomy. This is not an EITHER/OR situation. There’s a safe middle-ground.

More important than all the counter-arguments I’ve given is the fact that this sort of design philosophy hinders the entire Pathfinder game system.

To reiterate: this is more important than Weapon Focus. The Weapon Focus thing is just an example I’m using because it highlights poor design thinking.

This developer’s ideas made me realize that Pathfinder is poisoning its own well—the system rewards the players who have mastered the system while punishing the neophyte players who don’t know any better. In 3e (and Pathfinder), you either optimize or die as a fighter. (Well, you die anyway, because you’re a fighter, but you’ll die less horribly if you optimize.) If you don’t know the system, you can’t play a fighter. You will end up sucking, and you will become an active liability to your group when they are wasting resources to keep you from dying (or raising you from the dead).

To play a good fighter in 3e, you have to have splat after splat and the willingness to spend a long while picking through the feats so you can set up a one-trick pony combo that will make you combat effective…at least until the monsters wise up. In Pathfinder, little has changed.

Keeping bad feats in the game is poor game design.

Players should be able to pick up the book, whip up a character that they want to play, and get started without worrying about whether or not their character is going to be “good enough.” With non-scaling feats like Weapon Focus in the game, they do have to worry.

Furthermore, mechanically weak feats prevent “organic” character development. While a class-based system naturally hinders this to some extent, the system should encourage characters to role-play, not min/max. With “traps” like Weapon Focus, this is extremely difficult. With those feats, a character can’t say, “Hey, I think I’ll practice with my quarterstaff in the months between adventuring.” Instead, he has to say, “Hmm, I can’t take Weapon Focus now because it will delay me from picking up Power Attack and then Vital Strike. Even though my character’s background has had him training with a quarterstaff for years, I can’t take that feat because it will cripple my build.”

And that’s ridiculous. At this point, we should have learned something from the mistakes of the 3e (and 4e) developers. Encouraging system mastery is stupid, it turns away new players, and it leads to a vast power disparity between people who understand the mechanics and the people who just want to play a fighter.

It’s time to get on the bandwagon: mechanically weak choices are horrendous game design, and they should be avoided at all cost. The 3e devs purposely implemented mechanically weak choices to encourage system mastery. This was an epic failure on their behalf—but Pathfinder can fix this, if the developers change their mindsets. Just like we changed the Gygaxian "no save, you die"/"DM vs. PC" game design, Pathfinder needs to change the "weak choices" game design.

Thanks and have a nice day.

--Your friendly neighborhood Smiteasaurus rex.


A couple of things... that's the Editor your quoting, not the game developer. Second, you're talking to a lot of people who like 3.5, with it's various warts, but just want some fixes and a chance to get back to their games. Not to retool the whole concept behind 3.5 to make it more (or less) friendly to new players. It's been pretty popular. New players will learn and they'll find their style of play (role or roll playing if you will). Or, of course, find a game more to their liking.

As for min-maxing / players having to plan their builds vs. role playing, well that's always been in the game. I started in 1975 and then, as now, there were people who chose their class because of percieved (or real) advantages. The rest of us chose what we liked and had fun. The only games the min-maxers don't play is those that are so free form they don't have significant rules or so balanced that there are no significant differences in choice. The rest of us will just muddle along and have fun playing what we like.

Grand Lodge

Adventure Path Charter Subscriber

Since backward compatibility is the #1 stated goal of PRPG, I foresee none of this changing. PRPG is going to look more like 3.5 than unlike it. I propose that is simply going to be a fact of life come August.

However, I will say that I don't understand why you're here. I'm not trying to be a smarty-pants or any of that; I honestly don't understand what you're trying to accomplish. From your post, you seem like a perfectly intelligent person that has ample experience with 3.5 to know what he's talking about. The thing I don't understand is, why you seem to hate it [the game] so. Maybe hate is too strong a word, but you really seem to be venting some rage here. At what point did the game [3.5] become so frustrating for you? When it came out? After a few splatbooks? When you realized there were flaws? When you read about how broken the whole thing is on a message board somewhere? When 4e was announced?

I'm not trying to be condescending here (there will probably be plenty of other posters who'll do that downthread); I'm trying to point out that at some point, you thought this game [3.5] was fun and you enjoyed it. You should hit the rewind button and go back to that point. You'll seriously enjoy gaming alot more.

-Skeld

Liberty's Edge

Skeld wrote:
However, I will say that I don't understand why you're here. I'm not trying to be a smarty-pants or any of that; I honestly don't understand what you're trying to accomplish. From your post, you seem like a perfectly intelligent person that has ample experience with 3.5 to know what he's talking about. The thing I don't understand is, why you seem to hate it [the game] so. Maybe hate is too strong a word, but you really seem to be venting some rage here. At what point did the game [3.5] become so frustrating for you? When it came out? After a few splatbooks? When you realized there were flaws? When you read about how broken the whole thing is on a message board somewhere? When 4e was announced?

Well, this guy with only one post reads just like Psychic Robot(passed through a profanity filter) and says exactly the same things that Psychic Robot used to say before he was banned for being disruptive. This little tempest in a chamber pot becomes much more understandable if you just assume that this really is just Psychic Robot again. Perhaps it was only a temp ban? Anyway, if he can keep it this civil, then welcome back... I guess.

Sam


His point is that designer approach to class design philosophy is flawed.

Specific issues addressed:
- keeping prerequisites in form of non-scaling numeric bonus feats
- keeping feat chains

Problems with non-scaling numeric bonus feats:
- they don't scale, hence at higher levels they usefulness wanes
- if you don't know or forget about taking prerequisite, you either lose options or have to lose a valuable resource to purchase nigh worthless feat

Problems with feat chains:
- since feats are scarce, building feat chain character (Fighter are most common feat chain users) requires both burning feats (i.e. wasting valuables resources to take worthless feats), planning several levels forward and encourages game mastery
- burning feats is wrong (burning feats: taking worthless feats or taking feats which are replaced with "better" versions of the same feat)
- requiring planning several levels forward results in metagaming
- game mastery is not a good thing if you are a beginner

There. Should be clearer and shorter now.

Regards,
Ruemere


That makes for easier discussion!

Problems with non-scaling numeric bonus feats:
- they don't scale, hence at higher levels they usefulness wanes
- if you don't know or forget about taking prerequisite, you either lose options or have to lose a valuable resource to purchase nigh worthless feat

The point behind this is that the value of the goal is worth the cost of the prerequisite. So, if something is good enough to warrant picking an option that becomes weaker at higher levels, then your overall "worth" should be the same as if you had two things that were of normal value.

Also, this is a situation where the DM having control over the game, helps.

The most touted example of this situation is Prestige Classes. A Prestige Class requires a certain feat, and the player finds out he can get it and now he has to get a weak feat to enter the class.

If you read the DMG on the actual application of the Prestige Class, and handling class entry, it's really in the hands of the DM.
If, as a DM, I decided to spring a Prestige Class option on a player, I'd allow some altering of entry requirements to get in (as long as it's still thematically applicable).
Unearthed Arcana had rules on ignoring the requirements in favor "Test based" entry. Perform a task that is difficult or equivalent to the normal level for entry, and you can take levels in the class.

This is something I see as more a personal taste thing, than actual "bad" or "flawed" design.

Problems with feat chains:
- since feats are scarce, building feat chain character (Fighter are most common feat chain users) requires both burning feats (i.e. wasting valuables resources to take worthless feats), planning several levels forward and encourages game mastery
- burning feats is wrong (burning feats: taking worthless feats or taking feats which are replaced with "better" versions of the same feat)
- requiring planning several levels forward results in metagaming
- game mastery is not a good thing if you are a beginner

This is actually a very good point. Fighters seem not meant for beginners... not if they want to remain viable at higher levels.
Nothing sours an experience more than finding out your "First character", the one you loved the most, becomes useless at a certain point.

There aren't as many complaints from the spellcaster about having useless lower level spells though, and the reason for that gives us a way out.

Spells can be interchanged for more useful ones later.

If we use the retraining concept from PHBII, your fighter could decide to swap out a now useless lower level feat for a more appropriate (read: requirement meeting) low level feat.

Yeah I know I just referenced two options that aren't in the Core 3.5e rules as proposed fixes to the issues presented. They are still useable though, and Unearthed Arcana at least is open content as far as I can remember.


I don't mean to defend Pathfinder reflexively, I have my own criticisms — but if you don't like what they are doing and you disagree with the designers philosophically, why are you here?

D20srd.org is still running, 4e is out. There are plenty of games out there. Life is too short to wait for designers you disagree with to make a game that's perfect for you.

If you decided to stick around, I suggest you:

  • broach specific points of correction, give specific examples,
  • learn the limits of what Pathfinder RPG aims accomplish in terms of changes.

    That last part is pivotal, since they really don't have much flexibility to do the kind of things you ask, sandwiched as they are between player demands, OGL restrictions, page space in the book, and the little time they have left to finish before deadline.

    However, given the nature of your post's claims about the designers and staff, I'm going to suggest that Pathfinder RPG just isn't for you. And that really is okay! I'm probably reverting to houseruled 3.5 when I'm done my PRPG playtest campaign. You should play the game you want to play instead of throwing in with designers you clearly disagree with.

  • Dark Archive Bella Sara Charter Superscriber

    This is a very easy fix - play 4e. It has gone out of the way to remove feat chains, bad choices, etc., for good and for ill.


    I also think that non-scaling feats, feat chains, etc. are pretty crummy in general, but as long as I have a copy of the Tome of Battle close at hand I don't let it bother me too much.

    There definitely needs to be a big caveat posted somewhere: If you're expecting lots of big changes, you're going to be disappointed. If you're expecting no big changes at all, you're also going to be disappointed.


    From this thread

    Jason Bulmahn wrote:

    Hey there everyone,

    Trust me when I say that I hear your concerns. Truth be told, the turn around time between the alpha and the beta was so short we did not have time to adjust all the things we would have liked, so we let some of it roll into the beta, with the full knowledge that some of it was still farther afield than we would have liked.
    [...]
    Its been a rough ride and I have not had the time to communicate all the changes that are going on right now, nor will I for some time. Its either that, or make sure that we get a solid game put together by press time.
    [...]
    That said, I want you fine folks to know that your concerns do not fall upon deaf ears. I cannot promise that everyone will be 100% pleased with the final rules, but we are doing the best we can to make this the game everyone wants to play.

    While I really hope Jason finds the time for some sort of bullet point style errata I basically agree with Toyrobots post and really don't think the OPs concerns are justified.

    Spoiler:

    And yes, the OP is PR. Imho any disagreement will just be a waste of your time and a challenge for the Den inhabitants to change or rhyme your name with 'fail' or other slanderous words.


    The reason I am "here" is because I would like to see Pathfinder do better. Pathfinder has the potential to do better, but it won't with this kind of attitude. 4e is not a good game system. It is boring. 3e is a good game system, although it is broken. Pathfinder fixes some of the larger "bugs" in the system, but it leaves the rest to be made into house rules.

    Pathfinder's artwork is amazing. I would like to see a product that lives up to that standard.


    Smiteasaur wrote:

    The reason I am "here" is because I would like to see Pathfinder do better. Pathfinder has the potential to do better, but it won't with this kind of attitude. 4e is not a good game system. It is boring. 3e is a good game system, although it is broken. Pathfinder fixes some of the larger "bugs" in the system, but it leaves the rest to be made into house rules.

    Pathfinder's artwork is amazing. I would like to see a product that lives up to that standard.

    Smiteasaur is playing nice, and as long as he (and everyone else is) they should have the opportunity to be heard. I too agree thats feats should be tweaked. For the simple reason that feats don't and spells do. For instance Barkskin gives 2 AC +1 for every three levels, while dodge give you a static +1. I think feats should be as powerful as spells, if spells improve as your character does then so should feats.

    Grand Lodge

    Adventure Path Charter Subscriber
    Juton wrote:
    I too agree thats feats should be tweaked. For the simple reason that feats don't and spells do.

    I think feats aren't changing much because they directly affect the contents of a stat block. If you change Dodge for instance, to a +1 dodge bonus to Ac +1 for every 5 BAB (or whatever), then all existing stat blocks referencing Dodge have to change. The change to barkskin only affects a stat block if the character (as printed) is under the effects of barkskin.

    Anything that significantly changes the stat blocks printed in existing material is probably going to be frowned upon.

    -Skeld


    I should probably ignore, but...

    smarmasaur wrote:
    NOTE: Please read this entire post before responding. This thread is not about Weapon Focus; I am merely using it for illustrative purposes.

    Alright - the post is only *half* about Weapon Focus. Quite simply, you're wrong. Weapon focus remains a useful feat up to any level - so long as that weapon is being used. The effect of it does not diminish, anymore than a d20 suddenly has more numbers on it. In every case but the extremes, you get one more of those numbers to equal a "yes, I hit!".

    smarmasaur wrote:

    The Developer wrote:

    That might be okay for some players, but it's not for others, and it's CERTAINLY not okay for GMs who don't have the advantage of growing used to a specific stat block's evolution and powers over the course of years of play.

    Now the argument is vaguely about backwards compatibility...
    ... Backwards compatibility is loosely maintained, but not enough that one wouldn’t have to re-configure all the monsters in a module.

    This quote had nothing to do with backwards compatibility. It has to do with a DM running a high level creature/character to its full capabilities from a stat block. Implementing things like scaling feats makes interpreting (and creating) a stat block much harder.

    As for actual backwards compatibility - this is not about things being identical. It's about interoperability - being able to run one system using the others statblocks (in either direction) without great trouble. Reconfiguring monsters to match the new system has nothing at all to do with backwards compatibility. It has to do with the anal retentiveness of the DM running the module (and yes, I'd fall in this category).

    smarmasaur wrote:
    Weapon Focus? It’s always weak. A +5% chance to hit is worth less than Toughness.

    Strictly speaking, that entirely "depends".

    For instance, for an elven wizard with 16 Dex and an 8 Con (just got one in my group), after first level Toughness represents approximately 37.5% more hitpoints (including favored class), where as Weapon Focus (Ray) lets him hit on a 6 instead of a 7 typically. That's only 7% more hits.

    For a Human Barbarian with 16 con, Toughness represents an average of 10-11% more hitpoints, while Weapon Focus (Greatsword) when he normally needs an 11 to hit adds a solid 10% more hits.

    Are # of hit points and # of hits equal measures? Probably not, but I'd say at least as many would call the hits more important.

    smarmasaur wrote:

    The Developer wrote:

    But [feats] don't all cost the same. Something like weapon focus costs one first level feat for some folk, but for others it costs one 2nd level feat, due to the prerequisite. Likewise, a lot of the more powerful feats have prerequisites that make it more difficult to pick.

    Incorrect. Natural Spell and Quicken Spell have no prerequisites. They’re the most powerful feats in the game.

    Incorrect yourself. Natural Spell takes either a 5th level feat slot, or a 1st level slot and 3 levels of complete uselessness. Quicken spell takes the extremely valuable 9th level slot (11th for Sorcerers), or *8* levels of complete uselessness.

    Only when constructing a character at 10th or 20th level do these feats not have a prerequisite.

    smarmasaur wrote:

    The Developer wrote:

    The alternate, that all feats are available at 1st level and are all equally powerful would make for a pretty anemic and dull system, I think.

    Strawman and false dichotomy. This is not an EITHER/OR situation. There’s a safe middle-ground.

    Agreed actually. I would say the middle-ground has been achieved though.

    smarmasaur wrote:

    [much stuff about how horrible Pathfinder design is, plus...]

    In Pathfinder, little has changed.

    *Good*

    smarmasaur wrote:
    Keeping bad feats in the game is poor game design.

    Agreed. I'll add this:

    Creating feats that scale on non-scaling systems (i.e. d20 rolls) is poor game design.

    Toughness works scaling, because it adds to something which is independent of the feat itself. Weapon focus (and spell penetration, etc.) affects a d20 roll, which never changes.

    Simply put, scaling feats are usually bad, they create a geometric progression of power that gets out of hand immensely fast.

    *salute*


    Majuba wrote:

    Simply put, scaling feats are usually bad, they create a geometric progression of power that gets out of hand immensely fast.

    I'm not sure if the Pathfinder developers agree with you, considering that they changed Skill Focus so that it scales (+3 if you have 0-9 ranks in the skill, +6 if you have 10+ ranks).

    Sovereign Court

    Smiteasaur wrote:

    The reason I am "here" is because I would like to see Pathfinder do better. Pathfinder has the potential to do better, but it won't with this kind of attitude. 4e is not a good game system. It is boring. 3e is a good game system, although it is broken. Pathfinder fixes some of the larger "bugs" in the system, but it leaves the rest to be made into house rules.

    Pathfinder's artwork is amazing. I would like to see a product that lives up to that standard.

    I agree with a lot of your points. We've had some good discussions on feats in a couple of places.

    Such as this

    Sorry, I had a nice long post that got eaten. :)

    Paizo Employee Creative Director

    I'm about to head into work, so I'm gonna try to keep this post brief.

    I'm the "developer" being quoted. Truth be told, although I DO develop the Pathfinder adventure paths, I'm not the developer/designer on the PF RPG. That's Jason Bulmahn, and he's doing a great job with it so far.

    When I made that post about Weapon Finesse, I was sort of playing the devil's advocate and trying to see if Weapon Finesse really WAS broken. Personally, I'm not sure it is, and I wanted to make sure that the argument for bumping it up in power wasn't just an idle grab for more power.

    We're still in playtest mode. When I comment to the boards and question some of the playtest feedback, I'm not trying to give out previews of how the game will run. In fact, I'm hoping for posts more or less like the OP's post... but perhaps with a little bit more accuracy in assigning "blame" to the proper person. My comments are not changes to the game, anymore than anyone else's comments. Whether or not Jason takes my advice into mind when he starts making the final choices to the game itself in a month or so after the playtest is over, who can say?

    That said, the game WON'T appeal to everyone. We want it to appeal to as many possible customers as possible, but it's foolish to think we can please everyone even if we really try hard. If the final game doesn't work for someone, there's still 3rd edition and 4th edition and a host of other games. There's still house rules. And if, in the end, there's a rule in the PF RPG that I think is wonky, I'll houserule it in my own game.

    Just don't confuse my comments and advice for Jason's design.


    An interesting way for feats to truly scale in a feat chain, is to use the fibonacci sequence. (skipping the initial +1, +1)

    So
    feat 1 gives +1
    feat 2 gives +2
    feat 3 gives +3
    feat 4 gives +5
    feat 5 gives +8
    epic feat 6 would give +13

    this would work for dodge and weapon specialization feats...


    I am not planning on playing or buying Pathfinder either. I guess I should be sure to not let the door hit me in the buttocks on the way out. Seriously? So…if you are not an adherent fan boy, STFU?

    I do not agree with a lot of what the original poster said. I simply do not care enough to refute each of his points, but to say his opinion is invalid simply because it goes against current development is absurd. A bit hypocritical too, if you ask me.

    And just so my post is a little more than STFU to all those saying STFU, I do not like feat trees either. They are needlessly complicated. Why scatter the tree across who knows how many pages? Why not just allow for ranked feats and keep the tree all together? Not to mention you do not have to come up with 10 different names for a single ability that just gets progressively better. Do we really need Better Improved No This Time We Mean It Grapple?


    Skeld wrote:
    Juton wrote:
    I too agree thats feats should be tweaked. For the simple reason that feats don't and spells do.

    I think feats aren't changing much because they directly affect the contents of a stat block. If you change Dodge for instance, to a +1 dodge bonus to Ac +1 for every 5 BAB (or whatever), then all existing stat blocks referencing Dodge have to change. The change to barkskin only affects a stat block if the character (as printed) is under the effects of barkskin.

    Anything that significantly changes the stat blocks printed in existing material is probably going to be frowned upon.

    -Skeld

    That stat block change is minor...and I as a DM, would love to be able to give a +1 to +4 AC boost to my mobs as one of the modified bonus feats from the feat change.

    I like feat chains though as well... I don't want a fighter with 20 scaling feats...now THAT is monstrous...

    The solution is a combination of both...nuff said.

    Liberty's Edge

    While I have issues with various decisions, some things should be noted:

    Smiteasaur wrote:
    NOTE: Please read this entire post before responding. This thread is not about Weapon Focus; I am merely using it for illustrative purposes.

    And this rebuttal is for illustrative purposes as well.

    Smiteasaur wrote:
    Weapon Focus? It’s always weak. A +5% chance to hit is worth less than Toughness.

    Mathematically, this is not correct.

    Toughness adds 1 + 3/level hit point per level, recalculated every level. That is, it adds 4 hits points at 1st level, then replaces it with 5 hits points at 2nd level, 6 hit points at 3rd level, and so forth. It is important to note that the 3 hit point boost has a progressively diminishing return as you increase in level.
    Conversely, as average damage increases, the overall average damage done by a +5% chance to hit increases. If at some point your average damage done by a melee attack is 20, then weapon focus adds an effective 1 point of damage to your attacks every round. That nearly equals the effect of Toughness. If your average damage goes to say 40, which was more than possible with 3.5 Power Attack, then weapon focus adds 2 damage to every attack, which is always greater than the effect of Toughness.

    If we were to add in the entire set of Weapon Specialization and Greater Weapon Focus and Greater Weapon Specialization to that feat, the effects would scale up even more dramatically. At 12th level, where Greater Weapon Specialization kicks in, the full effect is +10% to hit, +4 damage. This compares to Toughness now providing 1 + 3/12 = 1.25 hit points per level, or a total of 15 hit points. If you have absolutely 0 additional damage bonus from Strength, weapon, or otherwise, including the base weapon damage being 0 for some bizarre reason, the bonus damage from this single feat is 1.2 hit points per round because of iterative attacks. At 20th level, Toughness is providing you 1.05 hit points per level, while your Super Weapon Focus is doing an additional 1.6 hit points per level before Strength and magic bonuses and base weapon damage.

    Smiteasaur wrote:
    Incorrect. Natural Spell and Quicken Spell have no prerequisites. They’re the most powerful feats in the game. Feat chains are bad game design because they put a stop to organic character creation and force players to plan out their builds. Which is bad. (See below for more details.)

    Incorrect back at you.

    Natural Spell has no effect if you are not in wild shape, so it has a de facto prerequisite. (And in fact it requires both a Wis 13 and the ability to Wild Shape as written prerequisites.)
    Likewise Quicken Spell requires a minimum 4th level spell slot, so it also has a de facto prerequisite to be useful.
    Assuming those prerequisites were removed for Natural Spell you could take it or Quicken Spell at 1st level. They would both be absolutely useless at that time, providing no benefit until you took the appropriate number of levels of druid (for Natural Spell) or any spellcaster (for Quicken Spell).

    If you are going to attack design decisions and supporting commentary on those decisions, you should really clean up your own design basics first.

    Grand Lodge

    Adventure Path Charter Subscriber
    Xaaon of Korvosa wrote:
    I like feat chains though as well... I don't want a fighter with 20 scaling feats...now THAT is monstrous...

    This was mostly my point. If Dodge changed, it wouldn't be that big of a deal, but if half or two-thirds or three-quarters of feats changed, updating a stat block would be more trouble than it was worth. And if feat requirements were to change.... You get the idea.

    -Skeld

    Dark Archive

    Majuba actually made the point I was going to make about Weapon Focus. However, I would just add that feats are supposed to provide a small bump, not a major one. Interestingly I have suggested making things like Mage Armor scale, only to have the idea poo-pooed by the same people who argue that Weapon Focus should scale. If anything, I think a feat should provide the exact same bonus at 1st level as it does at 20th. Weapon Focus does that, Toughness does that, most feats do that. Are some more powerful than others, yes they are. But does Natural Spell provided a better bonus at 20th level then it does at 5th, no it doesn't. And that is why I feel that the OP is making a sophic argument, because regardless of the individual power levels involved of the individual feats, for the most part they do the same thing regardless of the character level.


    hogarth wrote:
    Majuba wrote:

    Simply put, scaling feats are usually bad, they create a geometric progression of power that gets out of hand immensely fast.

    I'm not sure if the Pathfinder developers agree with you, considering that they changed Skill Focus so that it scales (+3 if you have 0-9 ranks in the skill, +6 if you have 10+ ranks).

    You have a point there - there has been some scaling introduced. And I'm quite wary of it.

    However, two points here:

    1. The only feat that actually scales in Pathfinder is Arcane Strike. The other examples (Dodge, Skill focus, etc.) simply have two values, the initial, and the 10th level value. However a single increase point is less of an issue. This is particularly true for Dodge, as the "cost" of using Dodge (the swift action) becomes increasingly an actual cost as level goes up. It's not that a +1 to AC becomes less beneficial (it remains *just* as beneficial), but that using up your swift action for the round becomes a larger cost. And I'm still hesitant.

    2. Someone pointed out that at higher levels there is a tendency for "the bonuses to be more important than the die roll". This is *not* true for attack rolls or AC because these stay in the relevant range most of the time (partly due to Power attacking, etc.) But it is true for damage certainly.

    Skills are in between though. If the DC of a skill check is fixed, and your bonus = that DC, then the roll is meaningless. If your bonus is 10 less than that DC and you can take 10, the roll is meaningless. However, if a) the roll is opposed/variable, b) not bonus isn't too high, and/or c) you can't take 10, then the roll does matter, and this is a bit more troubling to me.

    Stealth is a good example. With Skill Focus (Stealth) and Stealth feats you can have +20 to Stealth at 10th level *before* class bonus or dexterity, or any of the myriad items that boost Stealth (shadow armor, elvenkind items, etc.) With an *easily* achieved +30, against anyone with +10 or lower there simply is no roll, and the boost at 10th was part of that, but by no means the majority. Against someone with no bonus, or a negative (8 Wis Fighter w/out ranks), you would never need the feats at all. But against someone where the roll matters though, that additional +5 is an enormous change in odds.

    What does all that mean? I feel they've made what used to be feats that *were* 'bad' feats into decent ones, perhaps better than decent. They did need improvement - undoubtedly - but I don't think the method they chose is in general good for the system.

    Edit:Okay, I must stop posting in troll threads. Great discussion everyone though - if someone wants to start a "scaling vs. static - what bonuses should rise on their own" thread, I'd be happy to continue discussing.


    David Fryer wrote:
    Majuba actually made the point I was going to make about Weapon Focus. However, I would just add that feats are supposed to provide a small bump, not a major one. Interestingly I have suggested making things like Mage Armor scale, only to have the idea poo-pooed by the same people who argue that Weapon Focus should scale. If anything, I think a feat should provide the exact same bonus at 1st level as it does at 20th. Weapon Focus does that, Toughness does that, most feats do that. Are some more powerful than others, yes they are. But does Natural Spell provided a better bonus at 20th level then it does at 5th, no it doesn't. And that is why I feel that the OP is making a sophic argument, because regardless of the individual power levels involved of the individual feats, for the most part they do the same thing regardless of the character level.

    EXACTLY! Mage armor should scale!!!

    It should be maybe +2 at first, then +4, +6 and +8...since you can get bracer's of armor that come in increments up to 8th level...

    Same as bulls, et al. +2 up to +8. +10 for epic level progression...

    Paizo Employee Creative Director

    Xaaon of Korvosa wrote:

    EXACTLY! Mage armor should scale!!!

    It should be maybe +2 at first, then +4, +6 and +8...since you can get bracer's of armor that come in increments up to 8th level...

    Same as bulls, et al. +2 up to +8. +10 for epic level progression...

    The problem with scaling mage armor, of course, is that if it scales TOO well, bracers of armor become less and less cool. Of course, this might not be a problem if we don't want bracers of armor to be so commonplace.

    Also, there's something to be said for keeping non-armor wearing characters like wizards from easy access to armor bonuses. Do wizards REALLY need more AC than they already do?


    Samuel Weiss wrote:

    Mathematically, this is not correct.

    Toughness adds 1 + 3/level hit point per level, recalculated every level. That is, it adds 4 hits points at 1st level, then replaces it with 5 hits points at 2nd level, 6 hit points at 3rd level, and so forth. It is important to note that the 3 hit point boost has a progressively diminishing return as you increase in level.
    Conversely, as average damage increases, the overall average damage done by a +5% chance to hit increases. If at some point your average damage done by a melee attack is 20, then weapon focus adds an effective 1 point of damage to your attacks every round. That nearly equals the effect of Toughness. If your average damage goes to say 40, which was more than possible with 3.5 Power Attack, then weapon focus adds 2 damage to every attack, which is always greater than the effect of Toughness.

    One point of damage? Per round? That certainly...is impressive.

    Samuel Weiss wrote:
    If we were to add in the entire set of Weapon Specialization and Greater Weapon Focus and Greater Weapon Specialization to that feat, the effects would scale up even more dramatically. At 12th level, where Greater Weapon Specialization kicks in, the full effect is +10% to hit, +4 damage. This compares to Toughness now providing 1 + 3/12 = 1.25 hit points per level, or a total of 15 hit points. If you have absolutely 0 additional damage bonus from Strength, weapon, or otherwise, including the base weapon damage being 0 for some bizarre reason, the bonus damage from this single feat is 1.2 hit points per round because of iterative attacks. At 20th level, Toughness is providing you 1.05 hit points per level, while your Super Weapon Focus is doing an additional 1.6 hit points per level before Strength and magic bonuses and base weapon damage.

    So you just wasted four feats to do an additional 1.6 damage. Per round. Wow.

    Meanwhile, the smart fighter--well, he can't be that smart, since he's playing a fighter, but bear with me--has taken Devastating Blow and Vital Strike with those wasted feats.

    Samuel Weiss wrote:

    Incorrect back at you.

    Natural Spell has no effect if you are not in wild shape, so it has a de facto prerequisite. (And in fact it requires both a Wis 13 and the ability to Wild Shape as written prerequisites.)
    Likewise Quicken Spell requires a minimum 4th level spell slot, so it also has a de facto prerequisite to be useful.
    Assuming those prerequisites were removed for Natural Spell you could take it or Quicken Spell at 1st level. They would both be absolutely useless at that time, providing no benefit until you took the appropriate number of levels of druid (for Natural Spell) or any spellcaster (for Quicken Spell).

    I'm sorry, I should have said meaningful prerequisites.


    Smiteasaur wrote:


    So you just wasted four feats to do an additional 1.6 damage. Per round. Wow.

    Meanwhile, the smart fighter--well, he can't be that smart, since he's playing a fighter, but bear with me--has taken Devastating Blow and Vital Strike with those wasted feats.

    You choose the wrong example, again. Please calculate the damage for Vital Strike and especially Devastating Blow with and without the Weapon Focus -> Greater Weapon Specialization Feat chain. You'll see it makes a big difference.


    Smiteasaur wrote:

    Meanwhile, the smart fighter--well, he can't be that smart, since he's playing a fighter, but bear with me--has taken...

    Sorry, with Armor and Weapon training, plus 20 feats, this argument doesn't hold water any more...

    The problem isn't with the fighter's lack of damage, it's the ultra effectiveness of high level casters....the longer cast times were removed in 3x...unless Pathfinder returns to that then the entire fighter versus wizard point remains moot...IMHO

    GENERAL NOTE:let's try to keep everything civil here as well..."STFU" is not an appropriate response...since we pretty much all know what it means, it's not a "polite" way of speaking...it's an attack.


    Tholas wrote:
    You choose the wrong example, again. Please calculate the damage for Vital Strike and especially Devastating Blow with and without the Weapon Focus -> Greater Weapon Specialization Feat chain. You'll see it makes a big difference.

    I'm not sure if you understand the concept of opportunity cost. Please check Wikipedia for an explanation.

    Xaaon: No, fighters are not fixed. They are, in fact, far from fixed. Please don't try to argue this. What Pathfinder has done is given the fighter bigger numbers. This is not fixing the class. Even if the fighter can hit 100% of the time, he's still going to be junk. Why? Let's see. He has no skill points. He has no real class features. (Feats? Give me a break. Non-scaling junk. A few measly bonuses on attack and damage rolls? Yawn. The rogue laughs at him right before stabbing him in the face.) He's the most equipment-dependent class in the game.

    RPG Superstar 2008 Top 32

    Smiteasaur wrote:
    Tholas wrote:
    You choose the wrong example, again. Please calculate the damage for Vital Strike and especially Devastating Blow with and without the Weapon Focus -> Greater Weapon Specialization Feat chain. You'll see it makes a big difference.

    I'm not sure if you understand the concept of opportunity cost. Please check Wikipedia for an explanation.

    Xaaon: No, fighters are not fixed. They are, in fact, far from fixed. Please don't try to argue this. What Pathfinder has done is given the fighter bigger numbers. This is not fixing the class. Even if the fighter can hit 100% of the time, he's still going to be junk. Why? Let's see. He has no skill points. He has no real class features. (Feats? Give me a break. Non-scaling junk. A few measly bonuses on attack and damage rolls? Yawn. The rogue laughs at him right before stabbing him in the face.) He's the most equipment-dependent class in the game.

    Feat chains allow the Fighter to choose his own class features. They scale via the fighter taking the later feats.


    Smiteasaur wrote:
    Tholas wrote:
    You choose the wrong example, again. Please calculate the damage for Vital Strike and especially Devastating Blow with and without the Weapon Focus -> Greater Weapon Specialization Feat chain. You'll see it makes a big difference.

    I'm not sure if you understand the concept of opportunity cost. Please check Wikipedia for an explanation.

    Xaaon: No, fighters are not fixed. They are, in fact, far from fixed. Please don't try to argue this. What Pathfinder has done is given the fighter bigger numbers. This is not fixing the class. Even if the fighter can hit 100% of the time, he's still going to be junk. Why? Let's see. He has no skill points. He has no real class features. (Feats? Give me a break. Non-scaling junk. A few measly bonuses on attack and damage rolls? Yawn. The rogue laughs at him right before stabbing him in the face.) He's the most equipment-dependent class in the game.

    Actually I absolutely agree with the skill part of the Fighter, I have already house-ruled my game to have 4+int as the minimum, since the removal of the x4 modifier at first level destroys low level use of skills in an adventure.

    It's not a matter of a single feat. It's a matter of the single or chain feats stacking with the Armor and Weapon Training...

    The rogue has to HIT the fighter...how can the 20th level rogue...with his +15 BAB hit a fully armored 20th level fighter with regularity unless he's flat footed...

    The 20th level fighter with Greater Weapon Focus, plus Greater Weapon Spec, plus Dodge, plus vital strike and Greater Vital Strike...in addition to increased critical can easily close the gap...so the fighter WITHOUT strength or magic bonuses....is at +27 to hit...and +9 damage per attack...If he hits with all 4 attacks...that's +36 dmg...average of +10d6 is 35, but the rogue has a caveat that he has to be flanking, or the fighter has to be flat-footed...if the fighter has Heavy Fortification...the rogue will do 0 extra dmg.

    The fighter's achilles heel is not the rogue...it's the arcane and divine casting...


    Ross Byers wrote:


    Feat chains allow the Fighter to choose his own class features. They scale via the fighter taking the later feats.

    QFT. Just taking Weapon Focus would be kind of meh ...

    Smiteasaur wrote:
    Tholas wrote:
    You choose the wrong example, again. Please calculate the damage for Vital Strike and especially Devastating Blow with and without the Weapon Focus -> Greater Weapon Specialization Feat chain. You'll see it makes a big difference.
    I'm not sure if you understand the concept of opportunity cost. Please check Wikipedia for an explanation.

    So tell us what feats(and I mean Pathfinder core feats) are so important to omit the Weapon Focus/Specialization chain?

    Smiteasaur wrote:


    Xaaon: No, fighters are not fixed. They are, in fact, far from fixed. Please don't try to argue this. What Pathfinder has done is given the fighter bigger numbers. This is not fixing the class. Even if the fighter can hit 100% of the time, he's still going to be junk. Why? Let's see. He has no skill points. He has no real class features. (Feats? Give me a break. Non-scaling junk. A few measly bonuses on attack and damage rolls? Yawn. The rogue laughs at him right before stabbing him in the face.) He's the most equipment-dependent class in the game.

    Oh dear baby Jesus, here we go again...

    Last post from me in this thread, you win.


    Someone wrote:
    Feat chains allow the Fighter to choose his own class features. They scale via the fighter taking the later feats.

    Which means that the fighter is pigeonholed into lameness. Since his choices are still bad.

    Tholas wrote:
    So tell us what feats(and I mean Pathfinder core feats) are so important to omit the Weapon Focus/Specialization chain?

    You'll probably want to grab Precise Shot so you're not a terrible one-trick pony who gets killed by flying monsters. You'll need Power Attack (the 3.5 version, not the nerfed Pathfinder version). Improved Trip is always handy, although a little birdie told me that the CMB numbers were broken. Devastating Blow is pretty much a must-have, if they remove the part where you crit (instead giving you a flat damage multiplier). (Yes, DB is part of a feat chain. Which makes it painful to take.)

    Dark Archive

    James Jacobs wrote:
    Xaaon of Korvosa wrote:

    EXACTLY! Mage armor should scale!!!

    It should be maybe +2 at first, then +4, +6 and +8...since you can get bracer's of armor that come in increments up to 8th level...

    Same as bulls, et al. +2 up to +8. +10 for epic level progression...

    The problem with scaling mage armor, of course, is that if it scales TOO well, bracers of armor become less and less cool. Of course, this might not be a problem if we don't want bracers of armor to be so commonplace.

    Also, there's something to be said for keeping non-armor wearing characters like wizards from easy access to armor bonuses. Do wizards REALLY need more AC than they already do?

    With the place of some spells, why even have them scale? Just make a superior replacement spell at a higher level. That is why spells have assigned power levels. Maybe the pre-req for the improved mage armor be that the wizard knows (but does not have memorized) the original Mage Armor. Also eats up a higher slot.

    But then that starts to bring back good things - max spell knowledge limits per spell level, etc.

    Wizards need less things that scale, not more. I don't agree with P_R on most everything, and I know that it isn't about weapon focus....but why do casters gain open ended, creative scalable feats while other classes don't?


    This thread has been locked. The OP is a previously perma-banned account that is not welcome here anymore. If non-OP folks wish to discuss aspects of this thread in another thread, please feel free. However, continuing this discussion as started by the OP serves no purpose.

    Thread locked.

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