The frakkin X-mas Tree Effect: How to minimize its impact in play?


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Turin the Mad wrote:
TriOmegaZero wrote:
Turin the Mad wrote:


Absolute maximum of 23 AC? I don't think so ...
Without stat boosters.
Ah - without enchanted gear you mean?

Not sure. Aux and Zurai are the ones arguing, and I think its Aux defining that. Something about removing all required bonuses.


You could "snicker" have like some Masamune type swordmaster dude guy......"snicker"
make a reeeeeeeeely masterwork weapon with....
WAIT FOR IT!
Bonuses to....hit AND damage; bigger than......+1.......

Dark Archive

I never said drop +x armor or shield bonuses - and I never said drop all bonuses, I said cap stat bonuses to DCs for spells, SLA's and ability's. So no max AC 23 - don't try to feed some nonsense into the frenzy.

Just limit the amount of bonuses used to up DCs and you have eliminated the need for very high saves or the items needed to boost DCs to get the "win" button.

I don't mind rewarding dedicated players who specialize with some form of bonuses it just shouldn't turn a 3rd level spell (DC 13) into a DC 22 spell with Int 20 +4 circlet of crap, + 1 spell focus, +1 grt spell focus. It's still a 3rd level spell and should stay in the realm of 3rd level spell power, and that should include damage caps an limits on DC.

Think about what I said earlier:
does a +2 to STR (+1 to hit and damage with melee) or a +2 DEX (+1 limited dex bonus to AC, +1 to Ref only saves and +1 to hit with ranged)
=
a +2 to INT (arcane caster) who gets a +1 improvement to ALL his DCs.
+ Bonus spells and bonus skill points

Are these stat bonuses equal?
While a point of STR or DX may help you and make the final difference in a tough spot the stat boost to the casters prime casting stat carries much more weight, power and potential. Also since it can be self-inflating (buff spells), stat mods + feats make a huge impact in how the DC and save systems currently (don't) work.


Auxmaulous wrote:

I never said drop +x armor or shield bonuses - and I never said drop all bonuses, I said cap stat bonuses to DCs for spells, SLA's and ability's. So no max AC 23 - don't try to feed some nonsense into the frenzy.

Just limit the amount of bonuses used to up DCs and you have eliminated the need for very high saves or the items needed to boost DCs to get the "win" button.

And, at the same time, have not fixed the problem from the original post. +5 weapons, armor, rings of deflection, amulets of natural armor, and so on are just as much a part of the problem as belts of strength +6 and cloaks of resistance +5. He didn't ask for a way to balance DCs, he asked for a way (paraphrased) to keep players from being required to take boring mechanical bonuses just to keep up.

EDIT: And, by the way, spell save DCs progress faster than saves naturally (+1 per 2 levels plus naturally higher stat bonuses in general vs +1 per 3 levels and naturally lower stats for poor saves, or +1/2 and naturally lower stats for good saves), even without feats or items, so your fix fails in that regard as well.

Dark Archive

Zurai wrote:
Auxmaulous wrote:

I never said drop +x armor or shield bonuses - and I never said drop all bonuses, I said cap stat bonuses to DCs for spells, SLA's and ability's. So no max AC 23 - don't try to feed some nonsense into the frenzy.

Just limit the amount of bonuses used to up DCs and you have eliminated the need for very high saves or the items needed to boost DCs to get the "win" button.

And, at the same time, have not fixed the problem from the original post. +5 weapons, armor, rings of deflection, amulets of natural armor, and so on are just as much a part of the problem as belts of strength +6 and cloaks of resistance +5. He didn't ask for a way to balance DCs, he asked for a way (paraphrased) to keep players from being required to take boring mechanical bonuses just to keep up.

It isn't the items - it's the level/importance/need of the items and the power +X the items provide.

It's one thing to want magical plate and a wholly another thing to actually need it. As in I need this to survive, be viable, etc.

And yeah, in his case caps or limits on other aspects - magic item bonuses, how they stack, choose highest, etc, might do the trick if he wants to run a game with lower demand or need to stay ahead of the curve.

Zurai wrote:
EDIT: And, by the way, spell save DCs progress faster than saves naturally (+1 per 2 levels plus naturally higher stat bonuses in general vs +1 per 3 levels and naturally lower stats for poor saves, or +1/2 and naturally lower stats for good saves), even without feats or items, so your fix fails in that regard as well.

Really, wow - you are a genius.

Thank you for proving my point that DC boosts via stats and other garbage are not needed.


Perfer the other way: Make magic items as common as dirt.

Lots of spells, lots of magic items, lots of new cantrips and tons of fantasy creatures every were.

~~This message brought to you by your local mage guild, support magic in your local area when possible, thanks ~~


Auxmaulous wrote:
It's one thing to want magical plate and a wholly another thing to actually need it. As in I need this to survive, be viable, etc.

Except that you do need them, unless you really like not being able to hit the enemies and being hit by them at will.

Dark Archive

Zurai wrote:
Auxmaulous wrote:
It's one thing to want magical plate and a wholly another thing to actually need it. As in I need this to survive, be viable, etc.
Except that you do need them, unless you really like not being able to hit the enemies and being hit by them at will.

-Sigh-

No, you don't need them. You only need them because the numbers tell you so.
If you like the game as it is - xmass tree effect, needing items to stay behind the curve (non-casters), flavorless and purely mechanical magic items, buying gear so you can remain viable, then by all means keep everything the way it is,

otherwise...

Me wrote:
in his case caps or limits on other aspects - magic item bonuses, how they stack, choose highest, etc, might do the trick if he wants to run a game with lower demand or need to stay ahead of the curve.

The tighter the controls you place on bonuses the closer you are to controlling what players (and NPCs) "need" to operate and function.

If he doesn't like the "need" to have all these items I suggest that he should do something to mitigate that need - it can be done in smaller steps: limiting what some bonuses add to (no DC boosts) to larger ones: limiting/capping all bonuses. Ex - eliminate the need for hight AC if your attackers have a lower BAB/Attack bonus.

As another example - in a low modifier environment a fighter with low magic gear/nonmagical gear will operate closer to one with high end gear in the same setting - if the variances between the two are +1 or +2 and not +8 to +10. Same goes with the above fighter relative to the secondary melee types.

The only thing I would leave in as boost items would be those that might help saves, that or increasing base saves as I detailed in another post - but keeping in mind that they should not vary as much as they currently do. Saves are already behind the curve for non-casters, this has been detailed to death in other posts.

The tighter controls on the bonuses the closer you can hit CR and have a more accurate and less "swingy" game and encounters. Of course that defeats the CharOp portion of 3.5: finding the shortest path to the greatest level of mechanical power via proper (and correct!) feat, magic item and spell selection.


Auxmaulous wrote:
Zurai wrote:
Auxmaulous wrote:
It's one thing to want magical plate and a wholly another thing to actually need it. As in I need this to survive, be viable, etc.
Except that you do need them, unless you really like not being able to hit the enemies and being hit by them at will.

-Sigh-

No, you don't need them. You only need them because the numbers tell you so.

Don't the numbers determine what is needed versus what is not needed?

Dark Archive

wraithstrike wrote:
Don't the designers determine the number of what is needed versus what is not needed?

Fixed for you.

If you are a slave to RAW, then yes.
If you are looking for a fix to accommodate your style, changes to resolve math issues, then no.
If you are looking for a game with some balance or just an alternate to the current system, then no.


Absolute max AC of 23??? Really, where did you find that number? If you keep playing the game as a christmas-tree magic-fest, that stomps out everything you can do with a little effort in the system into insignificance, then yes. If you are trying to adapt to it, then you would start using buff spells, feats, class features and so on to improve your AC. Be honest, when was the last time you took Combat Expertise? Dodge? Both of those are viable ways to improve your AC. Clerics have a few buff spells that improve the AC situation. If you don't have any good way of doing it, then you will simply have to try to limit the times you are attacked, through distraction, haste, direct damage spells, the environment, cover, tactics, and what have you.

All in all, that sounds pretty awesome to me. At least much better than "hey, I feel good about myself, because I am Ahead Of The Curve and can safely steamroll any appropriate-CR monster I meet."

True, banishing number-booster items will make monsters far more threatening than humanoids/NPCs. However, the reverse is true today. Would the game be terrible if the more monstrous creatures were the big threat?

Hasn't there been any number of threads where people complain about monsters being too weak to offer significant opposition?

All I know is, as a DM, I wouldn't be too worried. It's an easily defined group: Non-humanoid monsters. Just up the CR for these by say, 1 or 2, and you have a good starting point. From time to time, a monster will prove far more deadly than you assumed. That's okay. A good game should not hinge on PCs barging through every encounter thrown at them without ever having to consider their own mortality (i.e. fleeing). So, no, you won't have to rewrite the game, just change the expectations of how things Should Work.


Auxmaulous wrote:

If you are a slave to RAW, then yes.

If you are looking for a fix to accommodate your style, changes to resolve math issues, then no.
If you are looking for a game with some balance or just an alternate to the current system, then no.

In other words ... like I said in my very first post on the subject ... if you want to know the easiest way with the least re-designing needed, put the bonuses on the characters, rather than the gear. Any other way requires a great deal of design work, because the numbers the designers of Pathfinder used require characters to have +x magic items.

It's quite amusing seeing my argument written in your posts immediately after you've thrown all sorts of personal insults at me for making the same argument.


Sissyl wrote:
Absolute max AC of 23??? Really, where did you find that number?

10 base + 9 full plate + 2 dex + 2 heavy shield. I didn't account for feats because they really don't make any difference in the long term.

Quote:
Be honest, when was the last time you took Combat Expertise? Dodge? Both of those are viable ways to improve your AC.

Not when the monsters need a -13 (that's "negative thirteen") to hit you and you need a 10 to hit the monsters.

Quote:
True, banishing number-booster items will make monsters far more threatening than humanoids/NPCs. However, the reverse is true today. Would the game be terrible if the more monstrous creatures were the big threat?

There's a difference between being a big threat and auto-hitting every character with every attack while simultaneously being virtually immune to the attacks of non-full-BAB characters.

Quote:
So, no, you won't have to rewrite the game, just change the expectations of how things Should Work.

Otherwise known as redesigning the game. The game is based on a default "expectation of how things Should Work"; if you change that expectation, you need to re-design everything based on that expectation, to make sure the numbers still match up.


No, redesigning the game means going into the nuts and bolts with all sorts of little things, you know, fixing up spell durations, changing every AC in the MM, and so on. D&D is a flexible game at heart. You can change how it should play to a great degree, even without any redesign work.

If we consider just edition 3.5, how many books were produced? 40? 60? I have no idea. Virtually ALL of these contain rule elements you can add in. The feats and prestige classes alone could fill phone registry tomes. Thus: Whatever you do, you are choosing to ignore over 90% of the available rules when you play (or I fear and pity you...) What is so terrible about choosing to ignore things in the DMG, compared to, say, Magic of Incarnum? Why are the spells in the PHB "better" than those in the Spell Compendium?

No, when you set up a campaign, you always make choices to exclude certain (big) parts of the game. Depending on this, you get different-playing games. I would love playing in a campaign where every encounter necessitated thinking on your feet. I understand that some don't like that, and that's for them. But really, going to personal attacks over it? Get a grip.


Auxmaulous wrote:
some stuff

If you are a slave to RAW, then yes.

If you are looking for a fix to accommodate your style, changes to resolve math issues, then no.
If you are looking for a game with some balance or just an alternate to the current system, then no.

I don't see the point of the "fix" since designers have never told me what numbers I need, and the numbers we currently use in debates on the boards is due to the designers. I think my point still stands.

During debates or discussions it is assumed we are arguing from the same point which means the same numbers, and no matter what the numbers they still determine what is needed versus what is not needed.
In short: You can change the numbers so you don't need magic items, but the numbers are still in charge. They are now allowing you to play the game without additional modifiers is all.


Sissyl wrote:

No, redesigning the game means going into the nuts and bolts with all sorts of little things, you know, fixing up spell durations, changing every AC in the MM, and so on. D&D is a flexible game at heart. You can change how it should play to a great degree, even without any redesign work.

If we consider just edition 3.5, how many books were produced? 40? 60? I have no idea. Virtually ALL of these contain rule elements you can add in. The feats and prestige classes alone could fill phone registry tomes. Thus: Whatever you do, you are choosing to ignore over 90% of the available rules when you play (or I fear and pity you...) What is so terrible about choosing to ignore things in the DMG, compared to, say, Magic of Incarnum? Why are the spells in the PHB "better" than those in the Spell Compendium?

No, when you set up a campaign, you always make choices to exclude certain (big) parts of the game. Depending on this, you get different-playing games. I would love playing in a campaign where every encounter necessitated thinking on your feet. I understand that some don't like that, and that's for them. But really, going to personal attacks over it? Get a grip.

You do have to make the numbers match up. Those extra books don't change the basic game individually. They can however give a significant increase in power if certain ones are used(stacked) for powerful builds. At that point DM's need to counter the power. The increase in power does not change the basics though.

90% is a large number. I really doubt it is accurate.

It is not about Incarnum being better or worse than the PHB. Certain things are assumed to be in the game. You change the basics, and you change the game.

The correct statement is when you setup a campaign you have the option to exclude certain parts of the game, but basic things like trying to make sure the fighter does not get dominated, and including, but not limited to casters being better off not using evocation spells(the majority of the time) are still the same.
What does thinking on your feat have to do with this discussion? This is just a question, and I really want to know if I may have missed something.

PS:To be fair they both insulted each other at some point.
PS: How much you can change a game and still have the same game(core) was at he heart of the 3.x vs 4E situation, since many don't respect 4E as D&D, and many 2nd edition players felt the same about 3E.

Edit:If you take away all of the player's add-ons then the monsters have to be powered down. The important thing is to keep the feel of the game the same.

Dark Archive

Zurai wrote:
Auxmaulous wrote:

If you are a slave to RAW, then yes.

If you are looking for a fix to accommodate your style, changes to resolve math issues, then no.
If you are looking for a game with some balance or just an alternate to the current system, then no.

In other words ... like I said in my very first post on the subject ... if you want to know the easiest way with the least re-designing needed, put the bonuses on the characters, rather than the gear. Any other way requires a great deal of design work, because the numbers the designers of Pathfinder used require characters to have +x magic items.

It's quite amusing seeing my argument written in your posts immediately after you've thrown all sorts of personal insults at me for making the same argument.

It's quite amusing that you would see that when that isn't the case - par for the course.

You want to fold abilities into classes, which doesn't address DC stat boost disparity - in other words, no real fix. No fix to the math, no fix for the need and now the items are just invisible - in summation - no fix.

I advocated getting rid of the need for all the excess items and not play the race to the highest number. I advocated a system where a guy with magic doesn't outright destroy a guy of the same level who doesn't have magic by making the number spread smaller.
Two different things, I hope you actually understand this time.


The numbers "matching up" means you can still play the christmas tree game as it is, which is kind of the reason people complained in the first place. Second, it's not changing all the numbers. Getting rid of most or all of the anonymous number boosting magic items would do wonders to IMPROVE balance between fighters and wizards. Suddenly the wizard WILL have a lousy fort save, something he can't easily compensate for through a magic ring that always works. This will in turn require some work for the wizard in upping his saves through spells, leaving fewer daily spells to his "building supremacy over martial classes" project.

The numbers I intended would be changed are those that define the balance between monsters and humanoids/NPCs/PCs. In a world where you can't wear stat and save boost harnesses, monsters will be much more scary. Is that a problem? Only if you want it to be. Yes, my changes would change the game. I would say it would change into a BETTER one, but I don't need to make horribly complex and extensive rule changes for this. When making a campaign, put some thought into what magic items you will allow for. When designing adventures, adjust the CRs of non-humanoid monsters in the adventure by +1 or +2. When you play this campaign, you will learn what works and what doesn't. And for the love of C'thulhu, don't play into the 15+ level span this way. I DMed up there a few times and learned exactly how much pain was involved. I am not making any big assumptions when I say few campaigns play high-level. Those who do, good on you, and feel free to decorate your PCs as much as you want.


"BPorter wrote:

As a result, I’m trying to keep to RAW & keep house- and optional-rules to a minimum. They’re really taking to it and having a ball. I want to provide the wonder of magic items yet avoid having them feel that their characters are defined by them. I’m trying to use the guidelines presented in the GM Guide but honestly, it’s been so long since I’ve opened the Pandora’s Box of commonplace magic that I thought I’d look for advice.

So, how do you help your players avoid the “My Character is his Gear” trap?

This is what the OP was asking. You can play the rest of the game completely as is even if you restrict magic items (i.e. give out less of them). Its harder on the GM the higher level you go, but the game has built-in solutions. This doesn't favor casters over non-casters in gear dependence. It doesn't require you to re-write the system. It does mean that the GM must carefully look at how he/she builds encounters using the CR system (which he/she should be doing anyway, because it's a very fickle system and doesn't always work the way it's intended to). Individual monsters with high CRs will be out of whack vs. the PCs with less magic items? Guess what? Opt for a different encounter. Encounters are built with a CR budget after all. The game "as is" says that two encounters of a given CR are not necessarily equal.

A GM should be able to have a "feel" for what the PCs can handle after playing several sessions. Level 10 PCs? Instead of throwing a fire giant at them (whose numbers might suggest it may be too much for the party), you instead go with 3 hill giants or 8 gargoyles or 12 ogres or some other CR 10 equivalent whose numbers match up with the PCs.

A geared up standard level 10 party will have no problem taking out the fire giant, and the other CR 10 encounters will probably be a joke to them. On the other hand, a level 10 party with only a handful of magic items could be hard pressed to defeat a lone fire giant, but will match up well against the ogres or gargoyles. Suddenly, the fighter with the 23 AC and 2 attacks at +15 doesn't look so "gimped". He even starts to look more "defined" by his feat selection. Imagine that.

The core rules offer little in the way of advice to help GM's tailor the game. I have the GMG, but haven't read a good part of it, and I don't know how thoroughly it addresses this.

Simply getting rid of the bonuses or building them into the level progressions doesn't get rid of the "x-mas tree effect". All it does is shift it from those magic items that grant them to other ones, which isn't bad either. If the goal is to actually get rid of or mitigate the "x-mas tree effect," and "bring back the wonder of magic items", you as the GM must come up with a solution that doesn't allow the players to fill every item slot on their PC.

My suggestion is just one of several ways to go about it of course.


Disciple of Sakura wrote:
I think Mista Green's reaction is based on the propensity of "low magic" campaigns to, in fact, only hone in on magic gear and not on magic usage. I know I've seen a lot of people who claim their campaigns are "low magic" because the PCs are level 10 and only have one +1 Longsword between them, but there's a fully 10th level wizard and cleric running around without restriction. It's a fair assumption when discussing "low magic" campaigns without any additional information, since it's a very common approach, from what I've seen.

It's simpler than that. The alternative to 'casters get even more godly, everyone else sucks more' is 'no one can deal with encounters, so everyone gets slaughtered over and over'.

So you see, I assumed low magic meant low item availability, and that casters were rare because I was trying to give them the benefit of the doubt by assuming the best possible interpretation.


Those aren't the only two possibilities, unless the GM is severely lacking in rules-savvy or imagination.


Mistah Green wrote:
Disciple of Sakura wrote:
I think Mista Green's reaction is based on the propensity of "low magic" campaigns to, in fact, only hone in on magic gear and not on magic usage. I know I've seen a lot of people who claim their campaigns are "low magic" because the PCs are level 10 and only have one +1 Longsword between them, but there's a fully 10th level wizard and cleric running around without restriction. It's a fair assumption when discussing "low magic" campaigns without any additional information, since it's a very common approach, from what I've seen.

It's simpler than that. The alternative to 'casters get even more godly, everyone else sucks more' is 'no one can deal with encounters, so everyone gets slaughtered over and over'.

So you see, I assumed low magic meant low item availability, and that casters were rare because I was trying to give them the benefit of the doubt by assuming the best possible interpretation.

Not really, nobody forces you to seek out foes with the same nominal CR as your APL (unless your GM is both a gamist and a sadist, or a narrativist with an insane propensity for fudging). If your party can't handle such, pick on smaller foes. Yes, it means you'll get less treasure and advance in levels slower. Oh...the humanity.


EWHM wrote:
Mistah Green wrote:
Disciple of Sakura wrote:
I think Mista Green's reaction is based on the propensity of "low magic" campaigns to, in fact, only hone in on magic gear and not on magic usage. I know I've seen a lot of people who claim their campaigns are "low magic" because the PCs are level 10 and only have one +1 Longsword between them, but there's a fully 10th level wizard and cleric running around without restriction. It's a fair assumption when discussing "low magic" campaigns without any additional information, since it's a very common approach, from what I've seen.

It's simpler than that. The alternative to 'casters get even more godly, everyone else sucks more' is 'no one can deal with encounters, so everyone gets slaughtered over and over'.

So you see, I assumed low magic meant low item availability, and that casters were rare because I was trying to give them the benefit of the doubt by assuming the best possible interpretation.

Not really, nobody forces you to seek out foes with the same nominal CR as your APL (unless your GM is both a gamist and a sadist, or a narrativist with an insane propensity for fudging). If your party can't handle such, pick on smaller foes. Yes, it means you'll get less treasure and advance in levels slower. Oh...the humanity.

The issue is that the players don't normally choose the fights that are available. The BBEG has certain things at his disposal. Monster X is not going to magically morph into monster Y so you can defeat it easier. Assuming the DM is going to have the common sense, and correct sense of game balance is just that, an assumption.


wraithstrike wrote:
EWHM wrote:
Mistah Green wrote:
Disciple of Sakura wrote:
I think Mista Green's reaction is based on the propensity of "low magic" campaigns to, in fact, only hone in on magic gear and not on magic usage. I know I've seen a lot of people who claim their campaigns are "low magic" because the PCs are level 10 and only have one +1 Longsword between them, but there's a fully 10th level wizard and cleric running around without restriction. It's a fair assumption when discussing "low magic" campaigns without any additional information, since it's a very common approach, from what I've seen.

It's simpler than that. The alternative to 'casters get even more godly, everyone else sucks more' is 'no one can deal with encounters, so everyone gets slaughtered over and over'.

So you see, I assumed low magic meant low item availability, and that casters were rare because I was trying to give them the benefit of the doubt by assuming the best possible interpretation.

Not really, nobody forces you to seek out foes with the same nominal CR as your APL (unless your GM is both a gamist and a sadist, or a narrativist with an insane propensity for fudging). If your party can't handle such, pick on smaller foes. Yes, it means you'll get less treasure and advance in levels slower. Oh...the humanity.
The issue is that the players don't normally choose the fights that are available. The BBEG has certain things at his disposal. Monster X is not going to magically morph into monster Y so you can defeat it easier. Assuming the DM is going to have the common sense, and correct sense of game balance is just that, an assumption.

Wraithstrike,

If the players do their due dilligence in research and information gathering, they're unlikely to go after BBEG's with resources available to them that they can't handle, unless you railroad them. I recognize that effective railroading is the norm in a lot of gamist and narrativist games, but it doesn't have to be that way. If you're significantly monkeying with the guts of the game mechanics, like a 'low magic' setting does, you've got two options---just into the embrace of simulationism or invest a lot of work into restructuring the entire CR system.


Dire Mongoose wrote:
Those aren't the only two possibilities, unless the GM is severely lacking in rules-savvy or imagination.

True. But the other possibilities are worse than both of those. After all, the former at least gives you mindless flash and slash as casters, and the latter gets it over with quickly so you can play a game that doesn't suck. Whereas say... having your 10th level party struggle to beat up some mooks? Yeah, you'll be stuck with that fail game a while.


Mistah Green wrote:
True. But the other possibilities are worse than both of those. After all, the former at least gives you mindless flash and slash as casters, and the latter gets it over with quickly so you can play a game that doesn't suck. Whereas say... having your 10th level party struggle to beat up some mooks? Yeah, you'll be stuck with that fail game a while.

I disagree, but as I doubt my ability to write a constructive response I'll leave it at that.


If the players are having fun that is all that matters.


Seriously, a wizard without an entire buttload of magic items has several severe disadvantages: Low AC, low reflex and fortitude saves, low hp are merely the most obvious. Add to this that their superior save DC progression takes a big hit if you eliminate stat boosters, and it's quite clear that wizards are the ones who gain the most from cheap magic items. As I stated previously, they are going to have to invest some of their daily slots per day into protection for themselves, thereby limiting their offensive capabilities. Really, having 1d4 hp plus Con bonus per level isn't very impressive. 30-50 hp at level 10 is not a recipe for survival. With their bad AC (10 +2 Dex +4 Mage armor) means any 10th-level martial character can probably wipe the wizard in a round or two, especially if they use ranged weapons. The wizard will have to use far more protective spells on himself, not just to boost others in the party, they will need to be physically protected by the others. They will also need to use at least some resources (feats and such) to bolster their combat survivability. A Dodge feat could perhaps help their AC a little. That hurts for someone who is used to devoting all their feats to buffing up their save DCs and other spellcasting abilities, no?

Discussing the christmas tree effect is a problem because the people who love playing an ungodly powerful wizard or sorcerer will try arguing that limiting easy magic items will make the game unplayable without the christmas tree effect, and will claim that this "destroys the balance between the classes", that "this can't be done without rewriting the entire game from scratch", and that "it will result in TPKs at level 45 party trying to fight a single kobold child (with crutches)".

Saying that those arguments are pathetic is an understatement. The majority of the unbalance between classes that exists is due to cheap magic items that can compensate for the weaknesses of the spellcasting classes. Adding 1-2 to the CR for nonhumanoid monsters you want to use is not "rewriting the entire game", it's very easy to do, you can even use a calculator if you have problems with doing additions. Since we're talking about at most a few dozen monsters, it's perhaps a minute of work when designing adventures. And finally, what the PCs can fight and hope to destroy will change a little, yes, but I fail to see why this would destroy the game. Is it a self-image thing, that you feel unmanly if you can't kill a creature that is normally slightly below your APL without getting hurt?


Sissyl wrote:
Seriously, a wizard without an entire buttload of magic items has several severe disadvantages: Low AC, low reflex and fortitude saves, low hp are merely the most obvious. Add to this that their superior save DC progression takes a big hit if you eliminate stat boosters, and it's quite clear that wizards are the ones who gain the most from cheap magic items. As I stated previously, they are going to have to invest some of their daily slots per day into protection for themselves, thereby limiting their offensive capabilities. Really, having 1d4 hp plus Con bonus per level isn't very impressive. 30-50 hp at level 10 is not a recipe for survival. With their bad AC (10 +2 Dex +4 Mage armor) means any 10th-level martial character can probably wipe the wizard in a round or two, especially if they use ranged weapons. The wizard will have to use far more protective spells on himself, not just to boost others in the party, they will need to be physically protected by the others. They will also need to use at least some resources (feats and such) to bolster their combat survivability. A Dodge feat could perhaps help their AC a little. That hurts for someone who is used to devoting all their feats to buffing up their save DCs and other spellcasting abilities, no?

Lolwut.

AC: True, but everyone has low AC. Difference is Wizard has alternatives that do work, Fighter doesn't.

Reflex: Would matter, except Reflex save effects are trivial.

Fortitude: Nope.

If you eliminate stat boosters the Fighter takes a bigger hit, since he's the magic item dependent one.

HP: It's 1d6+1 + Con. PF, remember? Correct, 30-50 HP at level 10 is not a recipe for survival. That's why you don't dumpstat Con, and instead have 97 or so. You'd have 67 in 3.5 with the same build. PF massively buffed casters. Yes, his AC will get auto hit, but he can use real defenses to protect him. He'd do that anyways. But since there are less magic items around that Fighter is significantly less of a threat, and the Wizard is considerably more durable so if anything he'd need defensive spells less, as he can afford to ignore the mook pewpewpewing for 1d8+5 over there. Said mook will also have much lower saves, making him trivial to blow away with a throwaway spell. Say 2nd level, which costs nothing significant resource wise. Fight over.

Further, even if they needed physical protection they can't get it. Not from the gimped by reduced magic items Fighter, and not by an ungimped one.

Quote:
Discussing the christmas tree effect is a problem because the people who love playing an ungodly powerful wizard or sorcerer will try arguing that limiting easy magic items will make the game unplayable without the christmas tree effect, and will claim that this "destroys the balance between the classes", that "this can't be done without rewriting the entire game from scratch", and that "it will result in TPKs at level 45 party trying to fight a single kobold child (with crutches)".

You think casters are powerful because of magic items? No, they're powerful because you need magic to be powerful, and they have it innately while non casters have no choice but to rely on items.


The wizard has no such alternatives without expending spells. Remember, bracers of armor is another example of all that anonymous magic stuff.
And reflex effects don't matter? Well, try ignoring it and you'll see what happens. Remember, you're not the only wizard in the world, and when the fireball comes calling, you'll be grateful for your reflex save.
Nope what? You don't intend to have to make fortitude saves?

Without magic items, the fighter still has a respectable AC, decent hit points and a good fort save, not to mention he can full attack with decent odds of actually hitting anything, compared to the wizard. The wizard, however, has severe shortcomings in all these areas, and can't compensate without using his spells. So, I just don't see why "the fighter is the magic dependent one".

Discussing hit points from 3.5, 67 hp as an average for level 10 means Con 18. So, you seriously suggest only upping Int and Con to 18 for wizards? Or, is there some other strategy in this character generation that I am missing? What if someone didn't want to play int 18, con 18, everything else dump? Would you just consider them "suboptimal"?

As for the fighter being less of a threat, well, I don't buy it. As a wizard without tons of magic items, you have only your spells to rely on. Mage armor is about as sexy as that gets, at least regarding AC. Once the fighter has run up to you and starts pewpewpewing with full attacks and a decent crit chance, plus whatever feat effects he can add to it, you could be taking damage far beyond 1d8+5. How about 2d12+14 from the guy with the greataxe, or four attacks (and corresponding crits) by a two-weapon fighter? Like it or not, you're not easily going to defeat a fighter with a second level spell either, and that's even without counting your weakened spell DC without cheap magic.

All in all, I am very glad I don't play in your game. Besides, you're wrong. Arrogant people who are wrong are always amusing. And as I wrote above: wizard players who love christmas tree magic always crawl out of the woodwork in this discussion, with the same arguments they always spout.


Sissyl wrote:
The wizard has no such alternatives without expending spells. Remember, bracers of armor is another example of all that anonymous magic stuff.

You won't have a relevant AC anyways. So you don't burn 1-64k on an item that doesn't help you. You buy one(s) that do.

Quote:
And reflex effects don't matter? Well, try ignoring it and you'll see what happens. Remember, you're not the only wizard in the world, and when the fireball comes calling, you'll be grateful for your reflex save.

Correct, I'm not the only Wizard in the world. And if another one comes knocking, and wastes his turn on Fireball instead of a real spell my action will be to laugh as a free action, show him how it's done as a standard action, and dance a jig on his corpse as a move action. Why? Because instead of casting a real spell that actually matters, he set his turn on fire to do tickle damage.

Quote:
Nope what? You don't intend to have to make fortitude saves?

Nope, Wizards don't have bad Fortitude saves. They have the same or better Fortitude saves.

Quote:
Says what? Without magic items, the fighter still has a respectable AC, decent hit points and a good fort save, not to mention he can full attack with decent odds of actually hitting anything, compared to the wizard. The wizard, however, has severe shortcomings in all these areas, and can't compensate without using his spells. So, I just don't see why "the fighter is the magic dependent one".

Without magic items he has around oh... AC 21. Maybe a little higher if you're actually setting feats on fire for AC. And this is a sword and board type, which means he does fail DPS. Let's say 25. Everything at level 10 auto hits him, or very close to it. Meanwhile he only has about oh... 79 HP, so he gets torn apart in two rounds.

His fort save? About 9, which is pathetic, and significantly less than the Wizard who just shrugs.

His auto attack stats? Maybe 1d8+8 damage, with a +18 to hit. He hits more often than not, but doesn't auto hit, and doesn't make anything care he's hitting them. The Wizard spends a round or two dancing around him, provoking AoOs intentionally and still wins because he's that gimp.

Quote:
Discussing hit points from 3.5, 67 hp as an average for level 10 means Con 18. So, you seriously suggest only upping Int and Con to 18 for wizards? Or, is there some other strategy in this character generation that I am missing? What if someone didn't want to play int 18, con 18, everything else dump? Would you just consider them "suboptimal"?

No, it's called oh hi there, I'm a spellcaster. That means if you try and limit magic, I still have it and if you try and limit items, I still get those too. So you take your 18 Int, and your 14 Con (22 points, out of 25/28/32) and spend the rest on fluff stats if you want.

The PF Wizard has 97 because 1: Higher HD size = +10. 2: Favored class = +10. 3: More favorable PB system to SAD characters = +10.

But by all means, continue claiming Wizards are the weakest class. People like you are the reason why they got massively buffed and part of the reason why PF is Caster Edition. Perhaps if you keep going they will get full BAB, D12 HD, 8 + Int skills, all skills as class skills, 9th level arcane and divine spells... and a familiar.


Enjoy your mirror. Also...

Quote:
As for the fighter being less of a threat, well, I don't buy it. As a wizard without tons of magic items, you have only your spells to rely on. Mage armor is about as sexy as that gets, at least regarding AC. Once the fighter has run up to you and starts pewpewpewing with full attacks and a decent crit chance, plus whatever feat effects he can add to it, you could be taking damage far beyond 1d8+5. How about 2d12+14 from the guy with the greataxe, or four attacks (and corresponding crits) by a two-weapon fighter? Like it or not, you're not easily going to defeat a fighter with a second level spell either, and that's even without counting your weakened spell DC without cheap magic.

Lololol...

Ok. I'll humor you. You do 16-38. Response? Shake it off. Miss miss miss. Then blow the insolent mook away. His saves are all single digit, even Fort. You don't even need to play smart. He exists for your betterment, and nothing more.


EWHM wrote:


Wraithstrike,
If the players do their due dilligence in research and information gathering, they're unlikely to go after BBEG's with resources available to them that they can't handle, unless you railroad them. I recognize that effective railroading is the norm in a lot of gamist and narrativist games, but it doesn't have to be that way. If you're significantly monkeying with the guts of the game mechanics, like a 'low magic' setting does, you've got two options---just into the embrace of simulationism or invest a lot of work into restructuring the entire CR system.

Sometimes the information is not available, the players may fail the information gathering/diplomacy checks. The bad guy may find out people are asking around and feed false information to them. It is also difficult to find out how hard an encounter will be ahead of time unless it is a stock monster. As the DM you can let the players know the guy they are hunting solo'd a CR 10 monster, or he can cast disintegrate. That means that at level 5 they should probably not try the "direct approach", but some may see that as coddling.

[pause game]
Are you saying the DM should take care to lower CR's for low magic item/low magic games?

I don't feel like reading this thread again.


Sissyl wrote:
interesting musing

Mr.Green is arrogant, but he is right about a lot of things also. In a world without magic/with low level magic, the "magic man" is king. Remember we are taking all levels(class) into account, not just the lower(below 7) levels, or at least I though we were.


Mistah Green wrote:
His auto attack stats? Maybe 1d8+8 damage, with a +18 to hit. He hits more often than not, but...

Our 7th level fighter with the two-handed archetype is dealing about 4d6+17 on a single attack with her greatsword. That's from memory, and not factoring in any magical buffs, items, or the magic on the sword itself, and using non-magical feats.


To the OP;

Found this on teh interweb some time ago.

+1 weapons also defeat DR /silver
+2 weapons also defeat DR /silver and DR /cold iron
+3 weapons beat DR /any special material except adamantine
+4 weapons beat any special material DR (including adamantine).
+5 - best a man can get!


ZappoHisbane wrote:
Mistah Green wrote:
His auto attack stats? Maybe 1d8+8 damage, with a +18 to hit. He hits more often than not, but...
Our 7th level fighter with the two-handed archetype is dealing about 4d6+17 on a single attack with her greatsword. That's from memory, and not factoring in any magical buffs, items, or the magic on the sword itself, and using non-magical feats.

He was talking about AC, so I figured SAB. A two handed fighter would be more optimal seeing as you'll be auto hit anyways with your AC 20.

Assuming those numbers are legal, and I'm too busy to check that's 21-41... which is still trivial at level 10. And before you say that it's level 7, not level 10 damage doesn't improve much with level. That also probably includes PA, so good luck hitting anything with nothing to boost accuracy but a 22 Str, the odd feat, and MW.


The point I am making is that wizards and sorcerers without cheap stat- and save-boosters, and easy fixes like bracers of armor, are nowhere nearly as omnipotent as they are with these items. For survivability, they need to divert resources to stuff they could safely ignore otherwise, such as combat feats, daily spells used for covering up bad saves, AC, and so on. This is far less pain than martial classes take, especially since they need to roll lower DCs on the saves on hostile spells.

As for higher levels, I am fine with the more mythical magic items, but remember, that includes things like vorpal swords. But that's just pewpewpewing too, isn't it? It's just the anonymous shitty items that only provide a numerical bonus that I suggest abolishing. It may of course be that I am wrong... but I'd like to see data that's a bit better than that "fighters only exist for the betterment of wizards". Kind of hard to take people like that seriously, you know?


Don't forget that the 10th level fighter has two attacks, Greenie boy. Trivial? In your 3 minute adventuring day, perhaps. And if the trouble is he won't hit, let me show you: He has a +10 to hit from his class, +5 or so from strength, weapon focus, MW and such add a few more, for +17-20 to hit. His second attack is 5 lower. All in all, with your massive AC of 16 (see above), he is going to autohit the first attack, then need a 2+ to 4+ to hit you with the second. If it's an average of 30 hp per attack or so, that means you're in for about 60 points of damage in one round. And that's without counting crits. We can safely assume he has a crit range of 17-20, meaning one in five attacks will crit you, or 36% to crit you each round. The confirm rolls will succeed, naturally. Thus, with a x2 crit weapon, we're going to see twice the damage on a third of the hits, or a third of an extra hit (about 10 points) every full attack action, for a grand total of 70 hit points, + or - a few points.


Sissyl wrote:
Don't forget that the 10th level fighter has two attacks, Greenie boy. Trivial? In your 3 minute adventuring day, perhaps.

I've estimated the item-dependency level of the fighter at level 10 in another thread (Just how item-dependent is the fighter anyway). You and Mistah may find it useful. A level 10 fighter on the 'falchion fred' design (2handed falchion) has approximately 60% of its damage per round without magic items, 2 worse on each save, and 3 worse AC.

At the same level, a mage's DC's would be 2 worse, and their bonus spells would be a little worse also (if we assume 15+2 racial+2 level as per the dpr olympics rules, the magic item-less mage will lose one 5th level bonus spell and a 6th level bonus spell he can't cast yet, as well as a 1st and 2nd level spell). This will hurt his damage on his evocations somewhat, but, if he's smart, he's making very, very heavy use of spells like Haste, Summon Monster X, and magic weapon/greater magic weapon anyway, which are the world-beater spells in a setting with very few magic items.


But you still aren't counting the penalties to saves and AC, are you?


Sissyl wrote:
But you still aren't counting the penalties to saves and AC, are you?

For the fighter, 3 worse AC, 2 worse saves. For a mage it'd be similar, depending on the build (the only mage in the DPR olympics is an evoker who relies on his familiar to use a wand to boost his dps, a build that is highly unlikely in a low magic item setting). The mage in the example is just using a mage armor spell, so no bracers are involved. The AC of a magic itemless character is pretty abominable in general though, when your AC is that rotten you're much better off generating a miss chance than pushing your ac up by a point or two.

One thing to keep in mind here is that the save DC's are largely reflexive except when we're dealing with Pc-types vs monsters---Pc types saves vs pc types DC's are likely to be mostly a wash at this level.


Sissyl wrote:
The point I am making is that wizards and sorcerers without cheap stat- and save-boosters, and easy fixes like bracers of armor, are nowhere nearly as omnipotent as they are with these items.

No class is as good without magic items as it is when it has them.

A wizard that is in melee is normally done for anyway. No reason to bother with AC, at least if he has to pay for it. If he is not using mirror image, and/or displacement he probably won't live long anyway. Even those are last resorts. The primary goal is to play keep away.

The point still remains the while every class benefits from magic items, fighters need them more.


EWHM wrote:
Haste, Summon Monster X, and magic weapon/greater magic weapon anyway, which are the world-beater spells in a setting with very few magic items.

So the mage summons a fighter to fight the fighter? Or he prays that your saves suck and you don't roll good high.

Save or die...OR. Or = boned wizard.


EWHM wrote:
Sissyl wrote:
Don't forget that the 10th level fighter has two attacks, Greenie boy. Trivial? In your 3 minute adventuring day, perhaps.

I've estimated the item-dependency level of the fighter at level 10 in another thread (Just how item-dependent is the fighter anyway). You and Mistah may find it useful. A level 10 fighter on the 'falchion fred' design (2handed falchion) has approximately 60% of its damage per round without magic items, 2 worse on each save, and 3 worse AC.

At the same level, a mage's DC's would be 2 worse, and their bonus spells would be a little worse also (if we assume 15+2 racial+2 level as per the dpr olympics rules, the magic item-less mage will lose one 5th level bonus spell and a 6th level bonus spell he can't cast yet, as well as a 1st and 2nd level spell). This will hurt his damage on his evocations somewhat, but, if he's smart, he's making very, very heavy use of spells like Haste, Summon Monster X, and magic weapon/greater magic weapon anyway, which are the world-beater spells in a setting with very few magic items.

I read it. I am completely ignoring everything Sissyl says, but in response to you:

Why would the Wizard only have a 15 in his primary stat? Or anyone, really. Be serious here. If you conveniently forget he can just say screw the rules, I have craft feats the difference is between 26 and 22.

Either 22 or 26 Int is more than sufficient to realize that pewpewpew is a waste of time. He throws win spells instead. The DCs on his throwaway spells, even assuming he can't just laugh and have his items anyways are high enough that Mr. Mook, with his whopping 3 + Wisdom Will saves is going to get zapped at least 3 times in 4. It's beyond trivial to do. It's not just the Fighter that has bad saves though. Every non caster does. Win init, throw win spell, win. Cue victory music.


Mistah Green wrote:
EWHM wrote:
Sissyl wrote:
Don't forget that the 10th level fighter has two attacks, Greenie boy. Trivial? In your 3 minute adventuring day, perhaps.

I've estimated the item-dependency level of the fighter at level 10 in another thread (Just how item-dependent is the fighter anyway). You and Mistah may find it useful. A level 10 fighter on the 'falchion fred' design (2handed falchion) has approximately 60% of its damage per round without magic items, 2 worse on each save, and 3 worse AC.

At the same level, a mage's DC's would be 2 worse, and their bonus spells would be a little worse also (if we assume 15+2 racial+2 level as per the dpr olympics rules, the magic item-less mage will lose one 5th level bonus spell and a 6th level bonus spell he can't cast yet, as well as a 1st and 2nd level spell). This will hurt his damage on his evocations somewhat, but, if he's smart, he's making very, very heavy use of spells like Haste, Summon Monster X, and magic weapon/greater magic weapon anyway, which are the world-beater spells in a setting with very few magic items.

I read it. I am completely ignoring everything Sissyl says, but in response to you:

Why would the Wizard only have a 15 in his primary stat? Or anyone, really. Be serious here. If you conveniently forget he can just say screw the rules, I have craft feats the difference is between 26 and 22.

Either 22 or 26 Int is more than sufficient to realize that pewpewpew is a waste of time. He throws win spells instead. The DCs on his throwaway spells, even assuming he can't just laugh and have his items anyways are high enough that Mr. Mook, with his whopping 3 + Wisdom Will saves is going to get zapped at least 3 times in 4. It's beyond trivial to do. It's not just the Fighter that has bad saves though. Every non caster does. Win init, throw win spell, win. Cue victory music.

He has 15 base in his primary stat because that's the rule in the DPR olympics. We're also assuming that the HAND OF GOD is preventing him from making any magic items of his own. If he can craft stuff, even just for himself, then the disparity between caster and noncaster only gets worse.


Mr.Fishy wrote:
EWHM wrote:
Haste, Summon Monster X, and magic weapon/greater magic weapon anyway, which are the world-beater spells in a setting with very few magic items.

So the mage summons a fighter to fight the fighter? Or he prays that your saves suck and you don't roll good high.

Save or die...OR. Or = boned wizard.

We're assuming a mage in the context of an adventuring party here in a very low magic world. The fighter's DPS is only 60% of what it is in an ordinary setting, which makes the summon monster type spells proportionately more valuable (and they're PLENTY valuable even in a vanilla RAW setting). Magic weapon/GMW are also exceptionally valuable in such settings, to give to your DPR-starved melees so they can credibly delude themselves that they're not gimped by the decision to not hand out magic items vs a wizard. Haste, well, haste has always been the best 3rd level spell for wizards and sorcerors. Save or die or save or suck vs non-monster types is almost a wash, because the bonus you don't get for a hat is comparable to the bonus he doesn't get for a cloak at this level. But here's my take in general as regards magic users:

The lower the level of magic items in your world and in your party's possession in particular, the stronger the god style of wizard is vs the blaster or the SOD/SOS caster. The buffing type spells that you get, that are merely nice to have, like GMW, in an ordinary setting become absolutely vital when you don't have magic items to duplicate them for the people who need them. In addition, having lower DC's hurts your style much less than it hurts the blaster or SOD/SOS mage here. When you add this to the fact that the 'god' wizard draws the least GM aggro of any wizard, because the subtlety of their power usually eludes everyone else at the gaming table, choosing that approach is, IMO, a no-brainer in this setting. BTW, the SOD/SOS mage that Mistah favors draws the MOST GM aggro from the most different type of GMs of ANY mage style. About the only kind of GM that'll put up with an optimized SOD/SOS caster long term is a hardcore simulationist like myself.


EWHM wrote:


The lower the level of magic items in your world and in your party's possession in particular, the stronger the god style of wizard is vs the blaster or the SOD/SOS caster. The buffing type spells that you get, that are merely nice to have, like GMW, in an ordinary setting become absolutely vital when you don't have magic items to duplicate them for the people who need them. In addition, having lower DC's hurts your style much less than it hurts the blaster or SOD/SOS mage here. When you add this to the fact that the 'god' wizard draws the least GM aggro of any wizard, because the subtlety of their power usually eludes everyone else at the gaming table, choosing that approach is, IMO, a no-brainer in this setting. BTW, the SOD/SOS mage that Mistah favors draws the MOST GM aggro from the most different type of GMs of...

Wizard casts favorite save or suck. Melees delude themselves into thinking they're useful while finishing off crippled enemies.

This draws DM aggro in what way, again?


Mistah Green wrote:
EWHM wrote:


The lower the level of magic items in your world and in your party's possession in particular, the stronger the god style of wizard is vs the blaster or the SOD/SOS caster. The buffing type spells that you get, that are merely nice to have, like GMW, in an ordinary setting become absolutely vital when you don't have magic items to duplicate them for the people who need them. In addition, having lower DC's hurts your style much less than it hurts the blaster or SOD/SOS mage here. When you add this to the fact that the 'god' wizard draws the least GM aggro of any wizard, because the subtlety of their power usually eludes everyone else at the gaming table, choosing that approach is, IMO, a no-brainer in this setting. BTW, the SOD/SOS mage that Mistah favors draws the MOST GM aggro from the most different type of GMs of...

Wizard casts favorite save or suck. Melees delude themselves into thinking they're useful while finishing off crippled enemies.

This draws DM aggro in what way, again?

If you take BBEG out in one round with a save-or-suck or SOD that pisses most GMs off bigtime, especially if that's your MO. It draws almost as much aggro as you do on these boards to be honest. In fact this is one of the most frequent sorts of GM fudging (on BBEG save in round 1 against a pumped DC SOD/SOS spell). I'm pretty hardcore on my GM neutrality but I'm well aware I'm in a very serious minority here.

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