Zmar |
The biggest problem with vancian magic as the primary system is that it doesn't make literary wizards.
Outside Jack Vance's writings -- and not even all of them -- and D&D tie in books, literary wizards cast the spell they need when they need it. Even many of the D&D tie in books the casters just happen to have appropriate spells prepared to advance the plot.
The wizards in literature have a good mix of attack and utility spells prepared, that is all.
Vancian system could even co-exist with skill based system or mana IMO, if they allowed to precast the spells in advance and thus assure that you make the check in critical situation or decreased the casting time (mana = full round, precasted = standard) for example.
Maerimydra |
The biggest problem with vancian magic as the primary system is that it doesn't make literary wizards.
Outside Jack Vance's writings -- and not even all of them -- and D&D tie in books, literary wizards cast the spell they need when they need it. Even many of the D&D tie in books the casters just happen to have appropriate spells prepared to advance the plot.
Well, do you really want literary wizards in your tabletop RPG games? I mean, while it depends on the kind of books you read, literary wizard are often viewed as gods in their own fantasy worlds. The wizards in The Complete Chronicles of Conan can destroy entire armies with the help of mighty spells, Gandalf killed a balor all by himself, Harry Potter can... well let's forget about him. ;)
What I'm trying to say is that tabletop RPG are game systems, and not everything can translate well into game rules while remaining balanced, no matter how flavorful it is.
Atarlost |
Harry Potter can... well let's forget about him. ;)
No, he's the perfect example. An entire civilization of wizards can't handle goblins. They wind up having to surrender a financial monopoly in a negotiated peace. How many level 10 D&D/PF wizards would it take to exterminate the goblins? How pathetic must they be? And yet Rowling's student wizards can do something even level 20 D&D/PF wizards can't; something even D&D/PF sorcerors can't: sit in an empty classroom and practice casting a spell more powerful than a cantrip repeatedly for half an hour.
Maerimydra |
Maerimydra wrote:Harry Potter can... well let's forget about him. ;)No, he's the perfect example. An entire civilization of wizards can't handle goblins. They wind up having to surrender a financial monopoly in a negotiated peace. How many level 10 D&D/PF wizards would it take to exterminate the goblins? How pathetic must they be? And yet Rowling's student wizards can do something even level 20 D&D/PF wizards can't; something even D&D/PF sorcerors can't: sit in an empty classroom and practice casting a spell more powerful than a cantrip repeatedly for half an hour.
In an all-wizards campaing that would be allright, but do you see a lot of fighters and rogues and other non-caster classes in Harry Potter that are not "useless" secondary characters? I didn't read the books, so the anwser could be yes, but not from what I saw in the movies. :P
Zmar |
Maerimydra wrote:Harry Potter can... well let's forget about him. ;)No, he's the perfect example. An entire civilization of wizards can't handle goblins. They wind up having to surrender a financial monopoly in a negotiated peace. How many level 10 D&D/PF wizards would it take to exterminate the goblins? How pathetic must they be? And yet Rowling's student wizards can do something even level 20 D&D/PF wizards can't; something even D&D/PF sorcerors can't: sit in an empty classroom and practice casting a spell more powerful than a cantrip repeatedly for half an hour.
Provided that they enter the classroom with empty slots because they don't know which spell they'll need they spend 15 minutes memorizing and then cast ;)
And why would the wizards want to exterminate the goblins? Do you know any wizard who'd rather do the book-keeping and accounting by himself or to throw the very same job on his apprentice if he has some research going on and wants his apprentice's training completed on time?
+ Did anyone say that goblins in Harry Potter's world are the same weak critters? Could't they be more like gnomes with a lot of magicians among themselves?
Kthulhu |
In an all-wizards campaing that would be allright, but do you see a lot of fighters and rogues and other non-caster classes in Harry Potter that are not "useless" secondary characters? I didn't read the books, so the anwser could be yes, but not from what I saw in the movies. :P
That's pretty easy. You stop giving spells that let a wizard (or cleric, druid, etc) completely and 100% fill the niche of other classes. When they do get such spells, then they should be far inferior to what a PC of the same level as the caster could manage. I'd say maybe 1/4 as effective....if a 20th level wizard casts "Knock" then it should be no more effective than a 5th level rogue picking that same lock.
Kthulhu |
Wholesale slaughter of some of the more ridiculous sacred cows that have far outlived their usefulness. Vancian magic and alignment would be the big two that come to mind at the moment.
Like I said in the previous post, stop letting spellcaster trample over what should be the niches of the other classes by cutting back the number of spells that turn the spellcaster into (for example) Rogue, only better!!!
LazarX |
The biggest problem with vancian magic as the primary system is that it doesn't make literary wizards.
Outside Jack Vance's writings -- and not even all of them -- and D&D tie in books, literary wizards cast the spell they need when they need it. Even many of the D&D tie in books the casters just happen to have appropriate spells prepared to advance the plot.
What you want then is Storyteller, or Ars Magica, an essentially system lite game which leaves most adjudication of magic to GM arbitration. Ars Magica essentially bears note as it had two kinds of magic, formulaic which represented codified spells, and spontaneous more difficult and fatiguing magic which let you whip up and design an effect on the spot at the cost of fatigue.
The style however would probably not please rules crunchers who prefer to nail down GM's with text manipulation.
The thing is if you're that unhappy with Pathfinder's magic system, why wait for them to crank out a 2.0 when there are game systems with what you want out there RIGHT NOW that you can support?
BTW, I consider Storyteller mechanics FAR FAR more appropriate to modeling Harry Potter than any D20 based system could ever hope to be.
Evil Lincoln |
People calling for the dissolution of Vancian magic should consider the fact that when we talk about inherited traditions of fantasy roleplay, we're talking about Vancian magic.
I was a hater for years. Decades even. I hate hate hated Vancian magic.
These days I just laugh out loud when someone calls for a "more realistic magic system". Why does skill-based magic seem more "realistic"? Magic is not realistic.
In our shared fantasy world, spell-casters construct specific intangible objects and carry them around on their souls like loaded weapons ready for discharge. Thematically, this process is poorly explained in the books, but it is not any less "realistic" than a skill-driven magic system. In fact, quirky though it is, somehow the Vancian system seems more magical to me for its quirkiness.
If you ditch Vancian casting, you destroy compatibility with all of the previous modules and APs, and you renounce the claim to a clear progression from the earliest editions of the game. No thanks.
If I want a more skill-driven system (and I often do, actually) I will do what I always do when something about PF bugs me... I'll go play a different game. And eventually, I'll find myself wanting to play a game where a player has to pore over tomes to play a wizard PC. Pathfinder will be waiting for me then.
Evil Lincoln |
Evil Lincoln wrote:These days I just laugh out loud when someone calls for a "more realistic magic system". Why does skill-based magic seem more "realistic"? Magic is not realistic.Been waiting for someone to call me out on my poor choice of wording ever since I posted that.
Yeah, but I'm not really going for a "gotcha" on that one. It's really central to my point.
Vancian magic is awesome and flavorful, the problem is that the books never bother to address the in-world themes. All of the books, even the setting-specific ones, totally gloss over how magic works in favor of a very mechanical, gamist presentation. This pisses me off to no end.
I hope Magic of Golarion rectifies this to some extent, but I have my own interpretation that keeps me happy, even despite my years of loathing the Vancian system.
It's all in the presentation.
seekerofshadowlight |
Vancian magic is awesome and flavorful, the problem is that the books never bother to address the in-world themes. All of the books, even the setting-specific ones, totally gloss over how magic works in favor of a very mechanical, gamist presentation. This pisses me off to no end.
I agree. I always tell new players you cast all your spell when you ready them, as they are to long to cast on the fly. However you have them "on Pause" ready to be finished and unleashed with a few simple words.
Its this act of holding spells in ready which limits how many of each level you can cast, as you can only hold a set number.
Maerimydra |
People calling for the dissolution of Vancian magic should consider the fact that when we talk about inherited traditions of fantasy roleplay, we're talking about Vancian magic.
I was a hater for years. Decades even. I hate hate hated Vancian magic.
These days I just laugh out loud when someone calls for a "more realistic magic system". Why does skill-based magic seem more "realistic"? Magic is not realistic.
In our shared fantasy world, spell-casters construct specific intangible objects and carry them around on their souls like loaded weapons ready for discharge. Thematically, this process is poorly explained in the books, but it is not any less "realistic" than a skill-driven magic system. In fact, quirky though it is, somehow the Vancian system seems more magical to me for its quirkiness.
If you ditch Vancian casting, you destroy compatibility with all of the previous modules and APs, and you renounce the claim to a clear progression from the earliest editions of the game. No thanks.
If I want a more skill-driven system (and I often do, actually) I will do what I always do when something about PF bugs me... I'll go play a different game. And eventually, I'll find myself wanting to play a game where a player has to pore over tomes to play a wizard PC. Pathfinder will be waiting for me then.
+5 :)
jemstone |
Frogboy wrote:Evil Lincoln wrote:These days I just laugh out loud when someone calls for a "more realistic magic system". Why does skill-based magic seem more "realistic"? Magic is not realistic.Been waiting for someone to call me out on my poor choice of wording ever since I posted that.Yeah, but I'm not really going for a "gotcha" on that one. It's really central to my point.
Vancian magic is awesome and flavorful, the problem is that the books never bother to address the in-world themes. All of the books, even the setting-specific ones, totally gloss over how magic works in favor of a very mechanical, gamist presentation. This pisses me off to no end.
I hope Magic of Golarion rectifies this to some extent, but I have my own interpretation that keeps me happy, even despite my years of loathing the Vancian system.
It's all in the presentation.
Truth to tell, despite my suggestions about giving the Vancian system a hefty helping of axe, this is probably my biggest gripe with the way the system is presented, as well.
Currently, the system we refer to as "Vancian" is just a way to game the system and limit the abilities of the magician. It's a mechanical tool to balance (hinder, hamper, equivocate, whatever you want to call it) the spellcasting classes. It's a mathematics-based installation of a "fairness gauge" that prevents the spell caster from completely overshadowing the martial character. Does it lead to some intense metagaming, with people going "Guys, I'm out of fourth level spells, we need to rest up for the night NOW!" after only a few encounters a day? Yes. Absolutely.
Is it actually the Dying Earth style of magic? Not really. My recollection of the spells from the Dying Earth is of things that were limited in number, insidious, and could drive their user crazy if he or she wasn't careful. Wizards were fought and defeated, assassinated, even, just so someone could gain control of a new spell, and once they had it, it was THEIRS - no one else could have it. Spells were nearly living things, made up of energy and words and unimaginable power.
Magic in D&D/Pathfinder is not like that. If it was, I would have no problem playing a character that had only a certain number of spells per day - because suddenly my motives for only having a few of them on me at any one time would be very, very clear.
The reason I suggest moving to a more encounter-based set of options, rather a lot like the way The Force was handled in Star Wars Saga, is to (a) get rid of the meta-game reliant "three encounters, out of spells, time to rest up for 8 hours" method of "adventuring" that so many groups fall prey to, and (b) make Magic a lot more flavorful and fun. If you suddenly had only a few dozen Force Po... er, Spells that you could choose from, and then only had access to those Spells you had training in...?
I think it would lend itself to a lot more flavorful and rich gaming experience. World-specific Spells could be more easily inserted, for instance. Maybe I'm crazy, in fact I'm pretty sure I am, but the biggest issue I've had with the Vancian system is that it's not really anything more than a mechanic - when it could be a lot more. I'm not sure my suggestion is the best way to solve it, but I'm willing to give it a try and find out.
jemstone |
How is "sorry guys I used my powers for this encounter already, kill it without me" any more flavorful or fun?
Because it doesn't lend itself to "Welp, that's three encounters, time for an eight-hour break" metagaming?
Because not every power is going to be immediately expended - To use the SW:Saga example, a good many Talents lasted the duration of the entire encounter. Others were automatically triggered upon a set of conditions. Still others were always in effect (The Soldier and his ability to punch through armor or knock targets down the Damage Track, is a good example).
What's more, unlike the 4E comparison that's been made previously, not every Feat, Skill, or maneuver needs to be codified out into a Talent or Power. For example, as Lilith mentioned previously, in 4E you can only reliably use many abilities that (in 3E) used to be integral to your class, what, once per encounter?
No, I'm not advocating that at all. I'm advocating finding a way to make the system lend itself more to vast and gallant adventures, instead of mechanics-based system-gaming.
Evil Lincoln |
I think it would lend itself to a lot more flavorful and rich gaming experience. World-specific Spells could be more easily inserted, for instance. Maybe I'm crazy, in fact I'm pretty sure I am, but the biggest issue I've had with the Vancian system is that it's not really anything more than a mechanic - when it could be a lot more. I'm not sure my suggestion is the best way to solve it, but I'm willing to give it a try and find out.
For me, the cure was pretty much just thinking about it. No need to change the rules, just explain how the rules would be perceived in-world. For years, I thought that a caster ought not know the specific number of spells per level that they could cast, nor the levels of given spells. Now I think of those as observable phenomena in the game world, and I try to imagine how the characters interact with and explain those rules...
It's a very interesting road if you choose to explore it.
Hudax |
I wouldn't say I'm looking to replace Vancian magic with something more realistic, rather something more intuitive. Mana is intuitive--it's a resource you can channel to do stuff. A spell slot is what (besides 100% dissociated)?
I wouldn't like casters to know all their spells either. I would use mana instead of spell slots and keep the learning the same.
Backwards compatibility would be solved as easily as a conversion table. You can't currently use any pre PF material without doing some conversions, so this would be nothing new or unusual to ask of people.
Hogwarts students can cast spells repeatedly because they all have a much coveted chargeless wand. Their wands amplify their natural ability so that they are drained at about the same rate as if they were doing comparable physical activity.
SmiloDan RPG Superstar 2012 Top 32 |
I think Pathfinder kind of dropped the ball by getting rid of Constitution-based skills. Endurance could have been a Constitution based skill instead of a feat, as could stuff like Athletics (throwing, catching, running, blocking, etc.), Laborer (ditch-digging, farming, porter, etc.), Marching/Hiking (checks made to reduce non-lethal damage, hustle quicker and longer, etc.), Regenerate (basically self-Heal checks through sheer toughness) etc. etc.
And I think Arcane Spell Failure should be a d20 roll instead of a % roll. Maybe based on a Concentration check (which should be made Con-based again, so it can also be used for non-spellcasting activities, like avoiding AoO while Disabling Devices and using the Heal skill, etc. etc.).
Maybe even convert concealment miss chances to a d20 roll? Like, miss on 1-10, chance to hit on 11-20 for full concealment (miss on 1-4, chance to hit on 5-20 for regular concealment).
Pinky's Brain |
There is a lot of stuff in D&D which some people don't like but which can be worked around ... such as classes, Vancian magic, hit points, critical existence failure and fist full of dice. We obviously are able to enjoy a game with these in ... and it just wouldn't be D&D any more without them.
There is also a lot of stuff in D&D which people don't like, but which is almost impossible to work around, especially in higher level play (ie. most DMs simply don't touch high level play and/or campaigns lose momentum when they are hit).
- Bookkeeping
- Rocket launcher tag (not just the wizards anymore, full attack damage in PF is completely ridiculous at high level)
- Focus fire effectiveness, if one rocket launcher doesn't kill it in one round ... two will.
- Lack of synergy between efforts of different classes other than stacking damage
The latter should be fixed to make high level gaming more enjoyable ... the sacred cows however should be left alone.
LilithsThrall |
There is a lot of stuff in D&D which some people don't like but which can be worked around ... such as classes, Vancian magic, hit points, critical existence failure and fist full of dice. We obviously are able to enjoy a game with these in ... and it just wouldn't be D&D any more without them.
There is also a lot of stuff in D&D which people don't like, but which is almost impossible to work around, especially in higher level play (ie. most DMs simply don't touch high level play and/or campaigns lose momentum when they are hit).
- Bookkeeping
- Rocket launcher tag (not just the wizards anymore, full attack damage in PF is completely ridiculous at high level)
- Focus fire effectiveness, if one rocket launcher doesn't kill it in one round ... two will.
- Lack of synergy between efforts of different classes other than stacking damageThe latter should be fixed to make high level gaming more enjoyable ... the sacred cows however should be left alone.
I'm not particularly concerned about rocket tag. It encourages strategy - to make sure that your side gains surprise over the enemy.
I am concerned about the Christmas tree effect and the banality of magic. I'm also concerned about the failure of the stealth skill (primarily the difficulty for the player playing the stealth character to get the other players to play a stealth encounter).
LilithsThrall |
A still, silent spell (particularly an illusion or enchantment) should have a chance for the casting not to be detected.
The monk class is fine as is, but if I were to give them anything, it would be the ability to make a half move for free at the cost of a ki point. Or, make the 20ft move they can make now at the cost of a ki point be free movement (ie. in no way impacts their ability to do a full attack).
Make rules for determining attacks of opportunity and threatened spaces without a battle matt. The battle matt makes me feel like I'm playing chess, not roleplaying.
Prestige classes should be in the adventure paths, not the rule books.
Its piss-poor design to have classes that are social classes and other classes that are combat classes.
One of the things I don't like about the fighter class is the archetypes. It seems the game designers want to push fighters into very narrowly defined fighting styles; archer, brawler, crossbowman, etc. It seems to me that any fighter (other than a kensai) should be well on their way to mastering many fighting styles by 10th level. So, these archetypes don't feel right to me.
It seems that a better collection of archetypes would be built around the attributes; brute (str), duelist (dex), juggernaut (con), tactician (int), kensai (wis), gladiator (cha).
If I could rewrite the fighter class, I'd make feats like Improved Trip and Improved Disarm and Sunder, etc. part of the weapon itself.
Rather than take the feat Improved Disarm in, say, tonfa, you'd take master weapon proficiency in tonfa and, thereby, get Improved Disarm with that weapon for free.
Also, instead of having magic weapons, I'd give martial classes the bonuses. That way, instead of having a particular +5 long sword, they could pick up any weapon and it'd be +5. Don't have a weapon? Pick up a stick and you've got a +5 club.
A fighter would, especially at high levels, have master weapon proficiencies in a -lot- of weapons.
The fighter would get the same number of feats they get now, but wouldn't use them to learn stuff like Improved Disarm. They'd use them to learn weapon styles (two weapon fighting and 'sword and board', for example,) and stances. Both weapon styles and stances would scale with BAB.
Space requirements would be in the game, so that a person can't use a claymore in a tight area, but must use a dagger or the like instead. Since martial classes would have a ton of master weapon proficiencies and most current bonuses wouldn't be tied to a particular weapon, a martial class could easily use the best weapon for the job at hand.
Incidentally, in addition to Improved Disarm and Improved Trip and so forth being part of the weapon, weapon types might have additional abilities as well, like extra attacks (the rapier may grant extra attacks), bonuses to hit, and bonuses to initiative (which the dagger may get).
Should a knife fighter be a valid choice for a fighter? Yes, even against monsters (an example of why none of these discussions are about realism). Should knife fighters and big two handed blade fighters have some diversity in their fighting styles so that a knife fighter, for example, gets the fun of trying to lure enemies into areas where the knife fighter has the advantage (due to the small size of his weeapom)? Yes, why not? The only possible answer to 'why not' is that it doesn't allow players to hyperspecialize their characters in one tightly narrow set of abilities (big weapons) in order to max kills with the minimum amount of mental effort.
I do think that RPG societies have ruined DnD by taking decisions out of the hands of the GM and by focusing on the attainment of stuff rather than the progression of story.
I got rid of clerics. I then did the following
1.) boosted the Perform skill's effects to do healing (represents inspiration such as with Oratory)
2.) created a Priest feat that gives characters bonuses to social skills (including 1 above) against people who share the same religion
3.) enabled Knowledge(religion) to create the following effects..
Turned Paladin into a PrC with one of several specific codes of behavior enterable from any class
Gods may or may not exist (or may or may not be gods - see Planescape)
I like that the person creating an area of effect rolls the die to compare against saving throw scores rather than having each target roll their own
The one thing I don't understand is why people buy stuff they know isn't balanced. Anyone of us could create unbalanced stuff while sitting in traffic waiting for the light to turn green. So, why spend cash on it? Do some people have cash that is just screaming to be spent?
There ought to be enough uses for skills for fighters that figuring out whether to make a strength build, a dex build, a con build, or an Int build is a worthwhile question.
Some changes I've been tossing around in my head for the bard include
1.) Give him Intimidate as a skill (I'm not sure why he doesn't have this anyway). This gives him an in-character boost in combat by demoralizing his opponent
2.) Give him Improved Feint as a free feat at around 6th level
3.) Make 'Heroic Pose" a feat which allows characters, when not wearing armor, to add Cha bonus to their AC in addition to Dex (useful to the Gladiator (Cha-based Fighter archetype mentioned above as well)
4.) Give him "Flashing Blades - the bard can use CHA instead of STR when attempting to disarm or trip"
5.) Remove spells and replace it with something like the Sha'ir ability to have his familiar fetch spells for him. In the case of the Bard, the thing doing the fetching isn't a familiar, rather its a nearby spirit.
Detect Traps should be a feat. That way, no one is forced to take the Rogue on a trap-heavy adventure and a Rogue character concept which doesn't include being good with traps doesn't have to be good at traps.
"Aid Another" needs significant improvement so that, for example, a stealthy character can boost other characters ability to go stealth to the point where the players of those other characters are okay with going on stealth missions.
The ability to have a familiar should be a feat chain available to any spell casting class.
The Sorcerer's "bloodline" should be renamed. Instead of calling it "bloodline" (which encourages people to think of it as strictly inherited), it should be called something else.
LilithsThrall |
Get rid of "fly", "teleport", and any other magic which takes the actual -adventure- out of adventuring. How to get to the Ancient Temple of Doom should be just as much part of the story as what to do once there. Rangers' ability to -range-, Barbarians' ability to help the party survive in the wild, Druids' ability to be one with nature and guide the party through the savage lands should be a lot more important than it currently is.
DirtyMoses |
I'd like the system to evolve into a more unique form eventually, while keeping it's purpose. I want the system to 'feel' like Pathfinder and not lose the charm. At the same time, I think classes should be more customizable, with classes having several abilities to choose from. Kinda like archetypes do now.
And perhaps a bit more variation in combat maneuvers. Things like called shots really improve gameplay for non-spellcasters. Focus should be given to dodges, trips, and other tactical decisions to make being a fighter even more fun.
And, while I love Golarion, I think it would be interesting if Paizo started endorsing alternative campaign settings.
Most of all, the typical D&D stuff shouldn't be changed, and it should still feel more like 3.x than 4e. Nothing intrinsic to the game should be removed or changed so drastically that it barely resembles it's original form.
LilithsThrall |
Instead of having "fast" and "slow" saves, the save progression should be all the same - set somewhere between "fast" and "slow". The most important thing should be the related attribute.
So, a dex archetype fighter would have the same ref save as a dex archetype rogue. A wis archetype fighter (a kensai) should have the same will save as a wis archetype bard (an evangelist).
jeremiah dodson 812 |
Frogboy wrote:Meh, they've always just seemed like slightly weaker rogue/archer/striker types with a mediocre spell themed attack to me. Admittedly, I haven't had many players want to play one, so I may just not have seen them at their best, but it just felt like all they contributed to the party was some damage, and even at flat damage dealing, they were having a hard time keeping up.Brodiggan Gale wrote:We've obviously had some very divergent experiences with warlocks and bards.Off topic a bit but based on this statement, yeah it does sound like it. I've got nothing against the Bard. He excels in his area of expertise and even has a new one in PFRPG.
I can't figure out how a Warlock could be considered weak though. I know they get this reputation for being a one trick pony but once they reach level 4 and can reliably use scrolls, they are extremely versatile spell casters. A little expensive? Yes, but very versatile. You've got to make sure to use your scrolls sparingly, though, and not just burn them on a whim.
No offense but it seems the problem is you've seen Bard's played badly. A bird's greatest asset is not their damage output or what kind of Archer they can be it's the fact that with a fairly simple build they make everyone else in the party better in every encounter and they're useful and versatile in any and all situations.