Everybody wants to rule the world - Applying the lessons of tiers to your game (Tier thread #3)


Pathfinder First Edition General Discussion

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Evil Lincoln wrote:

Can you explain to me explicitly how it is that a caster should be expected to defeat an iron golem trivially at an appropriate CR? I'm not actively disagreeing, this just runs contrary to my experience. And I'm sorry if I am making you repeat yourself.

I mean, yes, there's always grease, and any good caster keeps grease prepared because it subverts SR, I get it — but you seem to be reaching a conclusion of "trivial" where I still see a chance for the enemy to make saves and cause serious problems. Do you know something I don't, is what I want to know?

Lincoln, take a look at the golem's schematics and tell me what you see.

Low movement speed

No tricky options.

No Intelligence score and prior programming

And a godawful reflex save (which is why grease from a level appropriate caster casting trait is usually only beaten on a natural 20, MAYBE as low as 18 if it's a more agile model)

Thing is, these things don't have the cards up their sleeves, the tools, the tricks, or the brains to deal with casters.

All they have is magic immunity, which in the end means very little, because golems are trivial to bypass or outsmart.


Evil Lincoln wrote:

Can you explain to me explicitly how it is that a caster should be expected to defeat an iron golem trivially at an appropriate CR? I'm not actively disagreeing, this just runs contrary to my experience. And I'm sorry if I am making you repeat yourself.

I mean, yes, there's always grease, and any good caster keeps grease prepared because it subverts SR, I get it — but you seem to be reaching a conclusion of "trivial" where I still see a chance for the enemy to make saves and cause serious problems. Do you know something I don't, is what I want to know?

I still don't see this as being trivial either. Sure, if the golem is tucked out of the way in a remote corner somewhere, maybe. Or if it's a random, wandering monster, ok.

But it is not difficult to imagine a situation in which the party must move within very close range of a golem's position to accomplish something (open a door, whatever). If the golem's creator wasn't a complete idiot, he/she might have some awareness of magical tactics. It's hard to imagine a caster powerful enough to create a golem not anticipating how easily it could be overcome by grease, etc., and trying to have some provision for the tactic.

These spells will give the party an advantage, but I can't see how a golem would be rendered useless or totally defeated by them in any well designed scenario.

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Evil Lincoln wrote:

Can you explain to me explicitly how it is that a caster should be expected to defeat an iron golem trivially at an appropriate CR? I'm not actively disagreeing, this just runs contrary to my experience. And I'm sorry if I am making you repeat yourself.

I mean, yes, there's always grease, and any good caster keeps grease prepared because it subverts SR, I get it — but you seem to be reaching a conclusion of "trivial" where I still see a chance for the enemy to make saves and cause serious problems. Do you know something I don't, is what I want to know?

You cast a battlefield control spell. Its saves which aren't fort are Very Low. So you cast something that slows the golem and run away, because golems which aren't clay golems are slow. Eventually, you either get out of its guard area or turn two corners or take a choice in an intersection and lose it. It's not smart enough to chase you unless it was programmed to, so it either chases you very badly or not at all.

You cast an obstacle. If it can't see through the obstacle and isn't specifically instructed on how to deal with the obstacle, it can't deal with it.

Remember, golems have no memory and no puzzle-solving ability.


Okay, I see.

But it is really a guardian monster, though — so anything that fails to remove it fails to defeat it.

Still your point is taken.


Evil Lincoln wrote:

Okay, I see.

But it is really a guardian monster, though — so anything that fails to remove it fails to defeat it.

Still your point is taken.

Erm, if it's guarding something all you need to do is get past it, get what it's guarding, and get out.

Also, as an interesting point, one time a party of mine captured a golemn in a portable pit (magic item compendium I think) brought it home with us along with all the treasure, deprogrammed it, and sold it to the highest bidder.


kyrt-ryder wrote:
Evil Lincoln wrote:

Okay, I see.

But it is really a guardian monster, though — so anything that fails to remove it fails to defeat it.

Still your point is taken.

Erm, if it's guarding something all you need to do is get past it, get what it's guarding, and get out.

Also, as an interesting point, one time a party of mine captured a golemn in a portable pit (magic item compendium I think) brought it home with us along with all the treasure, deprogrammed it, and sold it to the highest bidder.

I see where you guys are coming from - though I still don't think it has to be as easy as all that, particularly if the encounter is well designed.

My main objection was to the characterization of golems as essentially no more difficult than kobolds (paraphrasing...).


Seabyrn wrote:


I see where you guys are coming from - though I still don't think it has to be as easy as all that, particularly if the encounter is well designed.

My main objection was to the characterization of golems as essentially no more difficult than kobolds (paraphrasing...).

Somebody's going to argue with that...

Anyway, it just drives home the point that player expertise is a factor in encounter balance. I would argue that it is is a bigger factor for so-called higher-tier characters, since prepared spell selection counts for so much. This is one of the more promising potential uses for tier analysis, I think.

Folks like MiB are probably statistical outliers, as far as players go, who really get the most out of the wizard. I suspect if you took the mean average of player experience/investment, you would get very different results out of the same exact characters.

To my mind, expertise has always been the balancing element that was unaccounted for in much analysis, because the analysis was always being performed by expert players. It may well be that high tier classes are always the best able to solve problems when there is an expert player behind them, but I have seen with my own eyes how badly inexperienced players can suffer from an overabundance of choices.

Player expertise vs. class is a very important consideration for any GM, and thinking about it now it seems like Tiers are particularly well suited to that. Perhaps I'm converting after all.


Evil Lincoln wrote:
Seabyrn wrote:


I see where you guys are coming from - though I still don't think it has to be as easy as all that, particularly if the encounter is well designed.

My main objection was to the characterization of golems as essentially no more difficult than kobolds (paraphrasing...).

Somebody's going to argue with that...

Anyway, it just drives home the point that player expertise is a factor in encounter balance. I would argue that it is is a bigger factor for so-called higher-tier characters, since prepared spell selection counts for so much. This is one of the more promising potential uses for tier analysis, I think.

Folks like MiB are probably statistical outliers, as far as players go, who really get the most out of the wizard. I suspect if you took the mean average of player experience/investment, you would get very different results out of the same exact characters.

To my mind, expertise has always been the balancing element that was unaccounted for in much analysis, because the analysis was always being performed by expert players. It may well be that high tier classes are always the best able to solve problems when there is an expert player behind them, but I have seen with my own eyes how badly inexperienced players can suffer from an overabundance of choices.

Player expertise vs. class is a very important consideration for any GM, and thinking about it now it seems like Tiers are particularly well suited to that. Perhaps I'm converting after all.

Arguing is fair enough :)

Though if golems have become so routine and easy based on *player* expertise, there are two problems. First, the players may be assuming knowledge that their characters wouldn't have (it's hard to separate, but still). Second, the DM may not be making enough of an effort to challenge them.

There was a fantastic post a while back with an unusual golem - gave even expert players fits, if I remember it right. I'll spend a few minutes now trying to find it...

ok, here is what I was thinking of (The Scarecrow - not the typical mindless golem, but if it appears to be.... evil laughter):
http://paizo.com/paizo/messageboards/community/gaming/campaignJournals/aMad mansCoTAndBeyondCampaignJournal&page=2

If the analysis of the game assumes expert players with a brain-dead DM, then that's another reason for the analysis to be suspect, in my opinion.

The point is, that if an encounter is way too easy based on player knowledge, then the DM should make an effort to surprise the players :)

But that is certainly difficult to accommodate in an analysis of character classes...


Evil Lincoln wrote:


Folks like MiB are probably statistical outliers, as far as players go, who really get the most out of the wizard. I suspect if you took the mean average of player experience/investment, you would get very different results out of the same exact characters.

Just to respond to this separately - I don't think many of the strategies proposed by MiB are so much "getting the most out of the wizard" as they reflect poor DMing if they work as advertised.

I'm not saying the DM has to screw over the players by fiat, or even go out of the way to do anything unusual, but just that the particular examples given seem to rely not only on golems that are more mindless than mindless, but also on the mindlessness of golem-creators who haven't given a single thought to the environment the golems are in or the tactics that might be used to defeat them.

Omitting such considerations from an analysis skews the analysis, and in this case makes the wizard seem more powerful than they might really be.

Now, MiB has a definite point that a wizard can cause problems for a golem with minimal expenditure of resources, and that it *might* be possible to avoid direct combat with a golem using tactics like these (which are smart after all, I don't mean to minimize the clever application of spells).


Michael Johnson 66 wrote:

Another encounter/trap to knock the tier 1s down a peg:

Chamber filled to the top with clear acid and open doorways sealed with permanent walls of force. BBEG, who has a ring of major acid resist waits until party is approaching said chamber and casts protection from acid to take care of any dmg that should exceed the ring's protections, then teleports into the acid tank and grins a cheesey grin at the PCs.

Almighty tier 1 wizard teleports party into acid tank. Oopsy!!! BBEG teleports out, laughing merrily.

Super-duper tier 1s struggle to make impossibly high concentration checks, but it's hard to cast while taking 10d6 acid dmg per round. There is a plug in the floor of the tank that drains the acid out, but requires a hefty Str check.

What's THIS!?!? Lowly tier 5 fighters and barbarians save the day? I hope you tier 1s like them apples dissolved by acid . . . .

With all due respect, let me present some objections:

- liquids affect the way light works. Successful perception check in presence of a light source is going to allow to notice that inside the wall of force there is a different medium (http://en.wikipedia.org/wiki/Reflection_(physics))
- wizard is more likely to know something about that

Given that, my parties were always reluctant to go face to face, and spellcasters were even less willing. In my case, I would expect spellcaster to try summons or employ different expandable resource before committing oneself to such rash action - BBEG waiting for you beyond Wall of Force should turn on all alarms.

Another thing (as per Pathfinder PRD): Breath weapons and spells cannot pass through a wall of force in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks can operate through a wall of force.

This description alone leaves a lot of nasty stuff to use on BBEG. Starting with gaze attacks. Depending actual construction of the chamber, one could also consider tunnelling around blocked exits, chipping at Wall of Force, summoning a few elementals inside the chamber (nothing beats wrestling with Water Elemental in a liquid).

And so on.

Regards,
Ruemere

The Exchange

For the Golem - You could always have the golem holding the object that's being guarded :) (or have said object built into the golem).

I was a little disapointed to read you just don't use them MiB, I actually thought with your creative ability you'd have come up with some really good workaround for a golems limitations.

This is off topic but wanted to share here any way - Golems in my games work like robots or computers. The higher the CR of a golem the more complex the programming that can go into it during creation. It breaks from RAW a little in terms of the idea behind golems. However it means i still have some scary SOBs for use against players that aren't necessarily negated by simple first level spells. It also fits with teh "mindless" concept, since they're only following programming, not reasoing or remembering anything.

In terms of the "simple command from its owner" line in the pathfnder bestiary, that comes down to "Follow programme theta until my return". Now prgramme theta could have any number of options in it following a simple yes/no prgramming system.

Important to note, my players know this rule so they aren't upset when their illusions don't always work. They also understand that higher CR golems take higher level spells to work around. Illusions and clever spell use can still do it, but they have to think more about it.

Sorry for the thread jack.

Cheers


ruemere wrote:

Given that, my parties were always reluctant to go face to face, and spellcasters were even less willing. In my case, I would expect spellcaster to try summons or employ different expandable resource before committing oneself to such rash action - BBEG waiting for you beyond Wall of Force should turn on all alarms.

Another thing (as per Pathfinder PRD): Breath weapons and spells cannot pass through a wall of force in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks can operate through a wall of force.

This...

Regarding refraction, it's possible the party wizard might notice something unusual. I didn't consider light refraction in this particular instance, though if a player had specifically asked whether their light seemed to look a little funny beyond the wall of force, I would certainly allow a Perception check.

Regarding summoning, you must have line of effect to the space you wish the summoned monster to arrive in, which wall of force blocks.

Regarding gaze attacks, most monsters that have them have DCs that this BBEG could reliably make the saves against.

You could tunnel/passwall/etc. into the chamber, but that would flood the outside corridor with acid.


I'm still curious to hear the advocates debunk my suggestion that Tiers might be well suited to analyzing player experience as it interacts with class. Just hanging that out there.


Interesting post Wrath.

As for the Golem holding the object I have two words, one for low levels and one for higher levels.

Grease

Telekinesis

But that stuff about building the object into the golem and the houserule idea of more advanced programming, that's cool.


Evil Lincoln wrote:

AMiB, you're making a type of argument that I take issue with — mainly presuming a wizard has a complete spell selection and perfect "intelligence" at spell prep time — and also that the golem is encountered when the wizard has all his spells, or otherwise assuming he has a large pile of gold to craft situational spells.

I'm not sniping you for making this case, but "trivial" is strong language. That's a number of ideal assumptions made in what seems to me like a vacuum situation.

Is it really that easy for people to have the right spells all of the time? I'm beginning to feel like a dunce, because in the context of a real campaign I just don't think I could make it work that well without cheating. This goes also for the low level splat spells vs. tarrasque situation. I think a lot of these problems vanish once you put them in the context of an actual, ongoing campaign with no GM "blind spots".

Can you expand a little on the above concept for me? (You know I'm keepin' On Topic baby)

I just wanted to point out that, often enough, the wizard DOES have enough gold to craft situational spells. Fightan types have to spend all their gold on magic items. Casting types, well, don't. They're much more able to buy - or make - conditional items or situational wands/scrolls.

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Low tier characters don't get as much better when you apply greater amounts of skill, while higher-tier characters do. More on this later.


Evil Lincoln wrote:
I'm still curious to hear the advocates debunk my suggestion that Tiers might be well suited to analyzing player experience as it interacts with class. Just hanging that out there.

Explain? I am thinking you are saying player experience is just as important as the tier analysis. If that is what you are saying we agreed to that a long time ago. We have never said use the tier analysis alone.


A Man In Black wrote:
Low tier characters don't get as much better when you apply greater amounts of skill, while higher-tier characters do. More on this later.

Interesting observation! By "skill" do you mean "player expertise"?

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Seabyrn wrote:
Interesting observation! By "skill" do you mean "player expertise"?

Yes.


A Man In Black wrote:
Seabyrn wrote:
Interesting observation! By "skill" do you mean "player expertise"?
Yes.

Hmm. Already it sounds very plausible - I'm curious to see how you nail it down, and if anyone disagrees.

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Seabyrn wrote:
Hmm. Already it sounds very plausible - I'm curious to see how you nail it down, and if anyone disagrees.

This isn't entirely complete, and it doesn't quite address the skill multiplier point I made. But I think it's interesting and relevant.

High-tier characters only pull ahead of lower-tier characters with a certain amount of game mastery because game designers are liars. How is that for a provocative introduction! I say this with the greatest affection for the many people who have worked on D&D over the years, and I don't really think they mean to be lying to you as they generally believe the things that they say. Each of the many teams who worked on 3e over the years meant for all the classes to be balanced, and told people that all of the classes are balanced. Instead, they are balanced in that the abilities that players are told are strong are (usually) roughly comparable in strength, while abilities that players are told are weak are greatly variable in strength (often exceeding the supposedly strong ones).

One of the ways that designers lie is just by lying to your face. The 3.5 PHB describes a monk with "Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword" and "The monk functions best as an opportunistic combatant, using her speed to get into and out of combat quickly rather than engaging in prolonged melees", when the monk does considerably less damage than an armed character of another class and has nearly no opportunistic abilities at all other than high run speed. Good old Tome and Blood lists spells wizards use to "splatter the opposition," and the list is ice storm(!!!), wall of fire, cloudkill, cone of cold, acid fog (which is admittedly decent), chain lightning, delayed blast fireball(!!!), prismatic spray, horrid wilting, incendiary cloud, and meteor swarm. (I can hear Treantmonk laughing from here.) Even Paizo isn't immune: don't forget the 14th-level fighter whose "devastating attack is made at a +23 bonus and deals 3d8+21". Again, they really do think that these effects are powerful, but they just aren't.

Another way that game designers lie is by spilling ink on bad, weak, or unimportant abilities, obscuring the abilities that matter. The monk is again a major culprit here: the SRD for the 3.5 monk spends 656 words and about a quarter of the level-up table describing the monk's unarmed attacks, but the monk's most powerful melee ability, Stunning Fist, only gets half a sentence. ("At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat.") This isn't always intentional obfuscation, of course, because often the class has some weird schtick that needs a lot of description (monk unarmed damage) or the weak abilities are really flavorful (sorcerer bloodlines). But it does obscure the abilities that really matter when it comes to solve puzzles.

Designers also lie by hiding the important options in pools of boring options. This is similar to the above, but differs in that the challenge is not to look at all the abilities you have and figure out which one matters, but instead to a challenge of figuring out which abilities you should take. Spells are the worst culprit: Divine Favor and Deathwatch are the same spell level. Feats are another one; it takes a great deal of mathematical ability or game experience to understand why Power Attack is completely non-negotiable for any melee class but a rogue, but this isn't clearly advertised anywhere.

Designers can also lie with flavor text and special effects and by burying things in weird places. I can elaborate on these some other time; suffice it to say they all boil down to obfuscating abilities your class has and obfuscating the weaknesses of challenges.

The deck is stacked against players, so a cursory glance at the rulebooks makes many things appear to be strong when they are not. Instead, with no clear baseline for what is strong and weak and lots of bad advice, both explicit and implicit, on what is strong and weak, players require a great deal of study and game experience to get an idea of what they are expected to do and what accomplishes those goals effectively.

Now. If I don't get at least two dozen posts flaming me for this (at least a half-dozen of which are from KaeYoss), I give up.


Very well said MIB. (And yeah, I can hear Treantmonk's laughter too.... quite creepy really)


I'm curious, would the advocates of the tiers feel a party is more effective with say 4 wizards or 4 clerics compared to a group with a broader range of classes/tiers (say fighter, rogue, cleric, wizard or similar)?

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Caedwyr wrote:
I'm curious, would the advocates of the tiers feel a party is more effective with say 4 wizards or 4 clerics compared to a group with a broader range of classes/tiers (say fighter, rogue, cleric, wizard or similar)?

More effective at... ? As far down as tier 4, even low-tiers will get to shine sometimes. The problem is not that the low tiers are useless, but that there is a gross imbalance in the ability to solve challenges.

Let's say that painter is a class that can deal with blue enemies and do nothing else, and every other class in the game is bad at dealing with blue enemies. Now, if blue enemies come up 10% of the time, a party without a painter is at a severe disadvantage because, but conversely the painter is a very weak class because there are four people in the party but he only gets to be useful one tenth of the time.

A class can still contribute something which is occasionally necessary while still being a weak class.

RPG Superstar 2010 Top 32

Continuing on from the liar essay. I linked it to why player skill is so important to tiers.

Game designers aren't jerks, though. They really do mean for the classes to be balanced, more or less. They just focused on the abilities that they thought were strong, and didn't account for the rest very well. (Why this is goes well beyond the scope of this thread but suffice it to say I don't think it was because of malice.)

Low-tier classes (generally) do exactly what it is that they say they do, and no more. In fact, digging deeper into the system generally only reveals weaknesses, like how wealth by level scaling (which matters to melee classes but not really spellcasters) is very wonky or that all monsters have reach/trip immunity/DR after a certain point, and so on. When they have subtle, non-obvious options, often as not these options are decried as broken or loopholes. Low-tier classes are also generally expected to be realistic. There's an essay in that.

On the other hand, high-tier classes have vague, broad scopes. The 3.5 PHB doesn't even mention the staple wizard strategy of summoning obstacles to separate and neutralize enemies, and clerics are mentioned to be undead fighters and healers who have "some combat training". Righteous Fury is on the same page as Rusting Grasp; Glitterdust is on the same page as Glyph of Warding. The only way to figure out what it is that wizards, clerics, and sorcerers do well is to dig into the spell list, and figure out through critical analysis or playtest experience which spells are important and which spells aren't.

Incidentally, this leads to a lot of the late-3.5 material being decried as overpowered because it is described as strong and it actually delivers. Warblades, beguilers, and factotums, to give three solid mid-tier examples, are powerful classes that actually do what it says on the tin.

Most people assume that all classes are balanced because they've been told that they are. It requires experience to realize the effectiveness of the high-tier classes because if their greater power were obvious, more people would be complaining about the imbalance even more loudly. Instead, most people don't notice the balance because they haven't expended the effort to discover (or, alternately, willfully disregard) things that the summaries don't tell them about.


I don't derive much fun from criticizing the design of the game — it is what it is, and it "works" because myself and others have fun playing. So a lot of what you just said, AMiB, is in one ear and out the other for me. Not wrong, I just don't care. Spilt milk, and whatnot.

However I am very interested by what you said about player expertise and Tiers interacting. For me, this must be the single most relevant concept yet touched upon in this thread.

I will agree with you provocatively then, and say that this expertise-tier interaction is actually a good game design for an RPG. I have always lauded non-4e D&D as the only game system that it is truly fun to play a wizard in, because to play one effectively, you must pore over arcane tomes. You, as a player must invest the time to learning a backwards set of rules driven by exception and legacy and not much common sense. It's magic! And the system doesn't restrict you in this endeavor: that arcane power is there for the taking. A smart player can get more out of it. I really like that!

That said, Tiers might be very useful for a GM — especially one with limited expertise of his own — for predicting the resulting power level from expertise-class interactions. This of all things jives well will my personal experience. I'm never dealing with a wizard who has remotely the expertise of some of the forumites here.

So yes, we both agree it is there. I happen to think it is a good thing. And it is also the most useful application of "Tiers" for me as a GM, since expertise interactions with class is something I have often wished there was a clearer explanation for.

That's right, I formally capitulate that there may be an excellent use for Tier analysis. I still have serious problems with the way it is applied by many people, and with ambiguities in it's declaration of purpose. But hey, this thing, right here, I think, could be useful to consider.


A Man In Black wrote:
Caedwyr wrote:
I'm curious, would the advocates of the tiers feel a party is more effective with say 4 wizards or 4 clerics compared to a group with a broader range of classes/tiers (say fighter, rogue, cleric, wizard or similar)?

More effective at... ? As far down as tier 4, even low-tiers will get to shine sometimes. The problem is not that the low tiers are useless, but that there is a gross imbalance in the ability to solve challenges.

More effective as a group in achieving their goals. When playing a campaign/module, would a group be better of with 4x or 5x a tier 1 class, or a more even distribution of classes (ie: cleric, wizard, rogue, fighter the so called-classic group).


Caedwyr wrote:
A Man In Black wrote:
Caedwyr wrote:
I'm curious, would the advocates of the tiers feel a party is more effective with say 4 wizards or 4 clerics compared to a group with a broader range of classes/tiers (say fighter, rogue, cleric, wizard or similar)?

More effective at... ? As far down as tier 4, even low-tiers will get to shine sometimes. The problem is not that the low tiers are useless, but that there is a gross imbalance in the ability to solve challenges.

More effective as a group in achieving their goals. When playing a campaign/module, would a group be better of with 4x or 5x a tier 1 class, or a more even distribution of classes (ie: cleric, wizard, rogue, fighter the so called-classic group).

My prediction would be that a group of 1st level tier 1s would have to play with exceptional caution to make it to 2nd level. Once they hit about 5th level, a group of tier 1s (provided a cleric or other healer was among them) could do quite well for the rest of the campaign.

Dark Archive

Michael Johnson 66 wrote:
My prediction would be that a group of 1st level tier 1s would have to play with exceptional caution to make it to 2nd level. Once they hit about 5th level, a group of tier 1s (provided a cleric or other healer was among them) could do quite well for the rest of the campaign.

Most clearly the case for a group of 4 wizards, although if using non-core stuff (like the Unearthed Arcana Necromancer variant that comes with a free skeleton pet), things get easier.

A group of 4 clerics (preferably with an interesting mix of domains) or 4 druids (with at least a couple of animal companions) is just gravy. A group of 4 Pathfinder paladins could be pretty darn scary, I suspect. I've played in a group of mostly barbarian females named Q'Lys (we did have a cleric, but we were charging and raging the whole time, and she never got off a single cure spell, because she was always running to keep up) during a dungeon delve at GenCon, and I suspect that if there was some sort of Rage power that allowed fast healing or a surge of healing, they could probably function on their own as well.


Michael Johnson 66 wrote:
Caedwyr wrote:
A Man In Black wrote:
Caedwyr wrote:
I'm curious, would the advocates of the tiers feel a party is more effective with say 4 wizards or 4 clerics compared to a group with a broader range of classes/tiers (say fighter, rogue, cleric, wizard or similar)?

More effective at... ? As far down as tier 4, even low-tiers will get to shine sometimes. The problem is not that the low tiers are useless, but that there is a gross imbalance in the ability to solve challenges.

More effective as a group in achieving their goals. When playing a campaign/module, would a group be better of with 4x or 5x a tier 1 class, or a more even distribution of classes (ie: cleric, wizard, rogue, fighter the so called-classic group).
My prediction would be that a group of 1st level tier 1s would have to play with exceptional caution to make it to 2nd level. Once they hit about 5th level, a group of tier 1s (provided a cleric or other healer was among them) could do quite well for the rest of the campaign.

If they're all wizards, sure. But clerics start with just as much armor and only a little less health then fighters do, and only get better and better then fighters as they go on - they flat out start good. Druids get an animal companion at level one that can, right from the start, be better then a rogue at harrying enemies - and again, only gets better.


Michael Johnson 66 wrote:

[...]

Regarding refraction, it's possible the party wizard might notice something unusual. I didn't consider light refraction in this particular instance, though if a player had specifically asked whether their light seemed to look a little funny beyond the wall of force, I would certainly allow a Perception check.

The border between mediums of different density (such as liquid and gas) is rather distinct (unless, of course, you houserule this as possible result of Wall of Force). Not to mention that things like hair, clothes and other loose object tend to float. These would be telltale signs, and woe to a GM who would attempt to avoid mentioning stuff like that - it would be tantamount to describing a charging knight and conveniently omitting knight's armor.

Michael Johnson 66 wrote:
Regarding summoning, you must have line of effect to the space you wish the summoned monster to arrive in, which wall of force blocks.

Summons work fine on the caster's side of the wall. Since BBEG is sitting on the other side, you have all the time in the world (i.e. a minute) to prepare.

Michael Johnson 66 wrote:

Regarding gaze attacks, most monsters that have them have DCs that this BBEG could reliably make the saves against.

You could tunnel/passwall/etc. into the chamber, but that would flood the outside corridor with acid.

Soften Earth and Stone (http://paizo.com/pathfinderRPG/prd/spells/softenEarthAndStone.html#soften- earth-and-stone), also usable by Earth Mephit.

Check ceiling differences between chamber and corridor. Use the spell to create a makeshift gutter.

So, one carefully cast 2nd level spell or carefully directed 4th level summon monster to open the way to chamber (above the Wall of Force), and then we can use all the Water Elementals we can muster.

Regarding gaze attacks - rule of natural one. So, unless BBEGs likes to take chances, he is not going to be looking at you (well, of course, he can have a mirror).

This is not much of a test for a well played wizard. Summon Monster spells are among the most versatile - and in this particular case, BBEG is practically begging to be punished for letting the characters have time to think.

Regards,
Ruemere

RPG Superstar 2010 Top 32

Evil Lincoln wrote:
I will agree with you provocatively then, and say that this expertise-tier interaction is actually a good game design for an RPG. I have always lauded non-4e D&D as the only game system that it is truly fun to play a wizard in, because to play one effectively, you must pore over arcane tomes. You, as a player must invest the time to learning a backwards set of rules driven by exception and legacy and not much common sense. It's magic! And the system doesn't restrict you in this endeavor: that arcane power is there for the taking. A smart player can get more out of it. I really like that!

There's nothing wrong with a game focused on high-tier characters. The problem is once you set the power level at the pure spellcaster level (generally tiers 1-3), then players who choose classes that do not reward player expertise end up playing BMX Bandit at best and contribute nothing at all at worst.

I'm all for a 3e that rewards all players the way a wizard is rewarded, but it's not the 3e we have, unfortunately.


ruemere wrote:


The border between mediums of different density (such as liquid and gas) is rather distinct (unless, of course, you houserule this as possible result of Wall of Force). Not to mention that things like hair, clothes and other loose object tend to float. These would be telltale signs, and woe to a GM who would attempt to avoid mentioning stuff like that - it would be tantamount to describing a charging knight and conveniently omitting knight's armor.

I did specify that BBEG was careful not to wear anything that gives away the fact that he is in liquid. At any rate, some illusion magic could make the trick more convincing. (Of course, the wizard could be wearing a robe of eyes, or have arcane sight going . . .)

ruemere wrote:


Summons work fine on the caster's side of the wall. Since BBEG is sitting on the other side, you have all the time in the world (i.e. a minute) to prepare.

Soften Earth and Stone (http://paizo.com/pathfinderRPG/prd/spells/softenEarthAndStone.html#soften- earth-and-stone), also usable by Earth Mephit.
Check ceiling differences between chamber and corridor. Use the spell to create a makeshift gutter.

So, one carefully cast 2nd level spell or carefully directed 4th level summon monster to open the way to chamber (above the Wall of Force), and then we can use all the Water Elementals we can muster.

I must admit, the earth mephit creating a gutter is a good solution to letting out some of the acid (if we assume the party IS aware of the acid), but I don't think water elementals are immune to acid damage, are they? At any rate, if BBEG sees that summoned monsters are dismantling his acid tank, he could disintegrate the wall of force, emptying acid all at once onto the party and their summoned critters.

ruemere wrote:

Regarding gaze attacks - rule of natural one. So, unless BBEGs likes to take chances, he is not going to be looking at you (well, of course, he can have a mirror).

This is not much...

5% chance? I think I take that chance of getting into an accident every time I drive in my town (it's a popular place for old people to retire) :P

I still think it stands as a fairly good wizard trap, but I never said it was 100% foolproof, and I'm sure there are multiple ways for a thoughtful player to bypass the trap.


Ug, I'm about ready for an off topic acid bath myself.


Evil Lincoln wrote:
Ug, I'm about ready for an off topic acid bath myself.

LOL, c'mon! We could talk about my acid trap for months to come! J/K. I promise not to beat the dead horse anymore.


Michael Johnson 66 wrote:
ruemere wrote:


The border between mediums of different density (such as liquid and gas) is rather distinct (unless, of course, you houserule this as possible result of Wall of Force). Not to mention that things like hair, clothes and other loose object tend to float. These would be telltale signs, and woe to a GM who would attempt to avoid mentioning stuff like that - it would be tantamount to describing a charging knight and conveniently omitting knight's armor.
I did specify that BBEG was careful not to wear anything that gives away the fact that he is in liquid. At any rate, some illusion magic could make the trick more convincing. (Of course, the wizard could be wearing a robe of eyes, or have arcane sight going . . .)

It's not just a matter of wearing stuff. Movement of any kind is restricted (needs Freedom of Movement to overcome this). No movements? Double the "something's rotten here" factor.

Michael Johnson 66 wrote:


I must admit, the earth mephit creating a gutter is a good solution to letting out some of the acid (if we assume the party IS aware of the acid), but I don't think water elementals are immune to acid damage, are they?

I have assumed that the acid in question is diluted in water - if you're going to use a different liquid, you're quite likely to have a problem with adequate supply (or flammability - since alternative solvents are quite likely to be flammable).

Michael Johnson 66 wrote:
At any rate, if BBEG sees that summoned monsters are dismantling his acid tank, he could disintegrate the wall of force, emptying acid all at once onto the party and their summoned critters.

And since Large Water Elemental is amorphous, you can always order it to block the passage (or ask it to redirect the acid). Also, such attack is somewhat self-defeating (dismissing Wall of Force takes a standard action) as BBEG voluntarily opens access to his safe place.

Investing in properly arranged Planar Ally seems like a more profitable way of spending defence fund.

Michael Johnson 66 wrote:
5% chance? I think I take that chance of getting into an accident every time I drive in my town (it's a popular place for old people to retire) :P

As a person who drives to work every way, I would heartily recommend against taking such chances, since at the rate of 3 accidents per year (assuming no serious stuff), you would probably lose your driver license.

Actually, it was not my intention to spar with you - I have wanted to prove that array of options available to casters allows them to raise to challenges better. While spells are not an "I win by default" ticket, they are definitely superior to abilities available to higher tiers (BBEG could be casters, after all), even if the challenges are geared to challenge casters more.

So, my apologies for going a bit too far away from thread subject.

Regards,
Ruemere

RPG Superstar 2010 Top 32

Can we take the acid discussion to a different thread? It's far past being relevant here, it's turning into a "Haha, but the villain would have been prepared for that eventuality!", and I really don't want this to turn into the last thread, which degenerated into a discussion of whether SOSL sucks as a GM or not.


I find the idea that the 'tier' system is combined with player experitise to be very in line with my experience. I think there is a multiplicative interaction there. A High Expertise character playing a tier 2, 3 or even 4 character could easily be more powerful then a Mid to Low expertise character playing a tier 1 class. For instance, I had a friend who built a heck of a 3.5 reach/melee fighter by combining things like stand still, some stances from ToB that made 5ft steps provoke attacks of opportunity and made it impossible to cast defensively in his threatened space. Add to that a guisarme, a solid ability to trip, and having a magic item that could make him enlarged (in addition to the casters actually enlarging him) he rules the battle field. In that same party there was a cleric played by a low expertise player that really didnt take advantage of many of the clerics strengths. So in that case at least the expertise/Tier interaction was pretty clear.

I also think that there is an exponential growth of 'reward' for the high tier classes when expertise is applied. Most Tier 1 classes played by low expertise players will seem fairly impotent. Poor spell choice, or a lack of understanding on how to apply their abilities can lead to very little return for the player. Those low expertise players are likely better off in tier 2-3 classes that yield far better results for them.

The mid-range expertise players will likely get a good return for playing a tier 1 character and slightly less proportional gain from playing a lower tier class.

The high expertise player will get rediculous returns from a tier 1 class, and get much smaller returns for a lower tier class. That player put alot of knowledge of the game into making that fighter dominant. If that same effort/expertise were applied to a wizard (which he has done) the character would have been rather godlike.


After reading MiB's essay, I am amazed to find he is describing exactly my thoughts on class balance. Tiers describe complexity, which is also commesurate with power.

Not that I get a whole bunch out of the tier system, but the section on player skill is generally, IMO, the biggest factor in character power.


A Man In Black wrote:
Can we take the acid discussion to a different thread? It's far past being relevant here, it's turning into a "Haha, but the villain would have been prepared for that eventuality!", and I really don't want this to turn into the last thread, which degenerated into a discussion of whether SOSL sucks as a GM or not.

[Pokes dead horse with stick one more time]

Okay, I'm done.


ruemere wrote:


Investing in properly arranged Planar Ally seems like a...

I expected some sparring, and you spar well, sir! Regardless of what would happen, it is clear that we should detract from the original topic no further, so on with the tiers.

Regards, MJ


A Man In Black wrote:

There's nothing wrong with a game focused on high-tier characters. The problem is once you set the power level at the pure spellcaster level (generally tiers 1-3), then players who choose classes that do not reward player expertise end up playing BMX Bandit at best and contribute nothing at all at worst.

I'm all for a 3e that rewards all players the way a wizard is rewarded, but it's not the 3e we have, unfortunately.

BMX Bandit in the hands of a high-tier player...

http://www.youtube.com/watch?v=tqdZFuGt1I4

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