Things you Preferred in 3.5


Pathfinder First Edition General Discussion

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Kais86 wrote:
pres man wrote:
TriOmegaZero wrote:
Cut a golem's foot off and it will lose vital functions.
Only if it is not as effective walking on the stump as it is walking on the foot.
Cut it's hands off and it loses a function.

Unless that function, like say a slam attack, can work equally well with the rest of the arms as it does with just the hands.

TriOmegaZero wrote:
How many golems float?

As others have pointed out, I said "walking on the stump" not floating. As for issues with balance, well as far as I know golems do not have "an inner ear" to help them with their balance and yet they somehow seem capable of walking. I think assuming a magical creation that loses its foot can walk as well as a guy with a peg-leg is not unreasonable.

Dark Archive

Sean K Reynolds wrote:
DrowVampyre wrote:

Oh, another thread reminded me of something else that kinda fits...but it's something I prefer from 3.0, not 3.5.

Weapon sizes.
I much preferred the old way of handling them (medium longsword used by a large creature counts as a short sword - or was it dagger? I forget - and used by a small creature counts as a greatsword). That's one of those things that left me going "huh?" when 3.5 came around.
I feel the same way.

Do you have any insight into why this was changed? Were there people decrying Fighters picking up Large Longswords and suddenly having medium greatswords?


GodzFirefly wrote:

I dunno. I always figured that, if you allow rogues to sneak attack constructs in general, you'd have to be able to sneak attack all constructs. And, I can't see animated statues, candlesticks, or other objects as having weak points in any way. They move 100% through magic. There is no 1 part of the object that is integral to the creature "living," so a rogue can't really hit the weak spot. They are "defeated" either by destroying the magic or by hacking the object into such small pieces that none of the pieces are capable of doing harm.

I feel the same way about most undead. I can easily see zombies with their arms cut off having the arm able to continue moving anyway.

And, oozes feel the same way. They even have specific mechanics to be split into multiple still-working pieces.

When I created my worlds, that was how I created MY golems, undead, etc. The only "weak point" in golems, undead, elementals, or oozes was the magic that gives them life, in my worlds.

That said, rogues can disarm magic traps, maybe now they can hit the animating magics of golems and undead? That's the flavor I use when GMing Pathfinder.

Like someone else said, magic or no, they still need a spine ;).

Unless you rule it so that chopping off a golem's hand causes the hand to come after you independently :p

Grand Lodge

My players are going to curse your name, Prof.


greatamericanfolkhero wrote:
Sean K Reynolds wrote:
DrowVampyre wrote:

Oh, another thread reminded me of something else that kinda fits...but it's something I prefer from 3.0, not 3.5.

Weapon sizes.
I much preferred the old way of handling them (medium longsword used by a large creature counts as a short sword - or was it dagger? I forget - and used by a small creature counts as a greatsword). That's one of those things that left me going "huh?" when 3.5 came around.
I feel the same way.
Do you have any insight into why this was changed? Were there people decrying Fighters picking up Large Longswords and suddenly having medium greatswords?

I think it had to do with small characters and what weapons were options to them.


Sean K Reynolds wrote:
DrowVampyre wrote:

Oh, another thread reminded me of something else that kinda fits...but it's something I prefer from 3.0, not 3.5.

Weapon sizes.
I much preferred the old way of handling them (medium longsword used by a large creature counts as a short sword - or was it dagger? I forget - and used by a small creature counts as a greatsword). That's one of those things that left me going "huh?" when 3.5 came around.
I feel the same way.

Add me to this list as well.


greatamericanfolkhero wrote:
Do you have any insight into why this was changed? Were there people decrying Fighters picking up Large Longswords and suddenly having medium greatswords?

One of my gaming groups frequently has arguments over this issue and the general idea of small characters getting smaller damage dice. The arguments get very circular, and at least one player refuses to play small characters anymore because of it.

Without getting into the details of the two reasonings (it gives me a headache remembering them,) I can say that there are realistic arguments for both sides of "a halfling can't use a human's dagger as a sword" and "a human's dagger is the same size as a halfling's sword."

To be fair, a Medium Dagger wouldn't have the same proportions (weight/length/width/depth) as a Small Longsword (or Shortsword, depending on rulings.) But, it probably would displace about the same amount of material when stabbed into a guy...


greatamericanfolkhero wrote:
Do you have any insight into why this was changed? Were there people decrying Fighters picking up Large Longswords and suddenly having medium greatswords?

I imagine "realism" was the motivation (e.g. the handle of a dagger is different than the handle of a really small greatsword).

But then they tossed realism out the window with the idea of reach weapons for Small-sized characters. Like a longspear that has reach when a halfling is holding it, but not when a human is holding it. Bwuh?


hogarth wrote:


But then they tossed realism out the window with the idea of reach weapons for Small-sized characters. Like a longspear that has reach when a halfling is holding it, but not when a human is holding it. Bwuh?

Yep that still hurts my head

Contributor

Yeah, I really don't have an answer on the weapon sizing issue of 3.5. I had an article about it on my site for a while but some people disputed my numbers/photos so I took it down until I could evaluate their criticism... and never got around to putting it back up again. :p

Grand Lodge

pres man wrote:
Kais86 wrote:
pres man wrote:
TriOmegaZero wrote:
Cut a golem's foot off and it will lose vital functions.
Only if it is not as effective walking on the stump as it is walking on the foot.
Cut it's hands off and it loses a function.
Unless that function, like say a slam attack, can work equally well with the rest of the arms as it does with just the hands.

No, it can keep it's slam attack, but it loses the ability to hold things or manipulate things that require fingers, like some triggers, door knobs, and some release levers. I would also impose a penalty to any grapple checks it tries to make.

Grand Lodge

And of course, if you aim for the shoulder and take the whole arm off...


TriOmegaZero wrote:
And of course, if you aim for the shoulder and take the whole arm off...

you can be beowulf!


My my you people must be really hard on your melee characters what with limbs flying off with every attack.


WWWW wrote:
My my you people must be really hard on your melee characters what with limbs flying off with every attack.

only if they fail their fortitude saves :3 Yay for high fortitude saves!


Ion Raven wrote:
WWWW wrote:
My my you people must be really hard on your melee characters what with limbs flying off with every attack.
only if they fail their fortitude saves :3 Yay for high fortitude saves!

That while better is still terrible but is also intentionally or not missing my point.

Liberty's Edge

Sean K Reynolds wrote:
Yeah, I really don't have an answer on the weapon sizing issue of 3.5. I had an article about it on my site for a while but some people disputed my numbers/photos so I took it down until I could evaluate their criticism... and never got around to putting it back up again. :p

I remember that article and was wondering where it had gone.

I also thought that weapon size in 3.0 was generally better. The abstraction of bigger weapon = bigger damage die is kind of dumb anyway, and the current system doesn't really fix that. I do at least like the philosophy behind it though- but we don't really see that play out into the rest of the weapon system.

Grand Lodge

I intend to rework the weapon damage scale such that larger weapons have a higher minimum damage instead of maximum. For example, greataxes deal 1d12, large greataxes deal 2d6. 2-12 instead of 1-12. I think larger damage dice on top of higher Str scores is unnecessarily addressing the 'big things hit harder' idea twice. The only trouble is finding appropriate dice combos to represent these things.


greatamericanfolkhero wrote:
Do you have any insight into why this was changed? Were there people decrying Fighters picking up Large Longswords and suddenly having medium greatswords?

The first thing is, you had funky interactions with class proficiency lists. A druid is proficient with the scimitar, for example, but not with the falchion or kukri. So, when you've got a different-size druid, do you have him proficient with the scimitar (so the Large druid is using a light weapon and the small druid is using a two-hander), or do you have him proficient with the falchion/kukri?

The second thing is, you had size-determined weapons anyway, whenever dealing with a creature larger than L or smaller than S. (Consider the Huge cloud giant, where he was wielding a Gargantuan morningstar in two hands. If he can do it, shouldn't my cleric be able to buy a Large morningstar and wield it in two hands? Or is it a martial weapon when upped to two-handed size?)

Going to sized-for-character weapons simply took a system that already existed and spread it to the S/M/L sizes, in the process getting rid of the weapon proficiency questions.


see wrote:
greatamericanfolkhero wrote:
Do you have any insight into why this was changed? Were there people decrying Fighters picking up Large Longswords and suddenly having medium greatswords?

The first thing is, you had funky interactions with class proficiency lists. A druid is proficient with the scimitar, for example, but not with the falchion or kukri. So, when you've got a different-size druid, do you have him proficient with the scimitar (so the Large druid is using a light weapon and the small druid is using a two-hander), or do you have him proficient with the falchion/kukri?

The second thing is, you had size-determined weapons anyway, whenever dealing with a creature larger than L or smaller than S. (Consider the Huge cloud giant, where he was wielding a Gargantuan morningstar in two hands. If he can do it, shouldn't my cleric be able to buy a Large morningstar and wield it in two hands? Or is it a martial weapon when upped to two-handed size?)

Going to sized-for-character weapons simply took a system that already existed and spread it to the S/M/L sizes, in the process getting rid of the weapon proficiency questions.

That is a good point, of course it really points out that the weapon profiency system needs a good overhaul.

Even in 3.5/PF A druid could wield a scimitar sized for a large creature with a -2 size penalty, but if the druid tries to wield a falchion, they take a -4 non-profiency penalty. If anything, I would think the falchion would be easier to wield than a large scimitar.


Charender wrote:

That is a good point, of course it really points out that the weapon profiency system needs a good overhaul.

Even in 3.5/PF A druid could wield a scimitar sized for a large creature with a -2 size penalty, but if the druid tries to wield a falchion, they take a -4 non-profiency penalty. If anything, I would think the falchion would be easier to wield than a large scimitar.

Yeah. The 3.5 system caused its own troubles (Small characters were now penalized in damage output potential, characters couldn't use a looted size L magic scimitar without a penalty), but it simplified two different weapon size systems into one that worked consistently, if not optimally.

I personally would patch those specific problems directly, rather than switching back to the 3.0 rules. First, magic weapons (and armor) should re-size themselves just like rings and worn wondrous items. (I mean, hey, they're magic anyway.) Second, halflings and gnomes should have a racial feature that lets them ignore the -2 penalty for using weapons for Medium-sized creatures. It's not like letting halfling druids choose whether they prefer small scimitar-and-shield or two-handed use of a medium scimitar is a serious balance problem against human druids.

EDIT: And patch 3, treat wrong-sized weapons as nonproficiency (-4), not -2, to bring the falchion-and-scimitar into line. Halflings and gnomes would still have a racial feature that waived the penalty for Medium-creature weapons, not just reduced it by 2.

EDIT2: Or reduce the nonproficiency penalty to -2 instead. Is there any case where a -2 for nonproficient isn't itself big enough to discourage regular use?

Liberty's Edge

Nothing really.

I played 3.0 and 3.5 a lot but to be honest Pathfinder has them beat by loads. The only thing I can really say I miss are Character Flaws though I'd love to see something akin Mutants and Masterminds Complications where they give you Hero Points whenever they arise. I just find D20 styled Games dull with no noticeable flaws to the characters regardless of their back story, which I wish I could game with most of you people who actually USE a back story ><.

But over all Pathfinder is everything I wanted 3.5 to be and more

Edit cause my memory sucks....

Spell Points over the Verdun [sp?] Spells per day nonsense. At least I remade it for my game since it was open content... it just... hurt my brain... numbers were everywhere!


greatamericanfolkhero wrote:
I wish Pathfinder could have kept the old domain abilities in addition to the new ones.

no reason it can't, ask your dm


Charender wrote:
see wrote:
greatamericanfolkhero wrote:
Do you have any insight into why this was changed? Were there people decrying Fighters picking up Large Longswords and suddenly having medium greatswords?

The first thing is, you had funky interactions with class proficiency lists. A druid is proficient with the scimitar, for example, but not with the falchion or kukri. So, when you've got a different-size druid, do you have him proficient with the scimitar (so the Large druid is using a light weapon and the small druid is using a two-hander), or do you have him proficient with the falchion/kukri?

The second thing is, you had size-determined weapons anyway, whenever dealing with a creature larger than L or smaller than S. (Consider the Huge cloud giant, where he was wielding a Gargantuan morningstar in two hands. If he can do it, shouldn't my cleric be able to buy a Large morningstar and wield it in two hands? Or is it a martial weapon when upped to two-handed size?)

Going to sized-for-character weapons simply took a system that already existed and spread it to the S/M/L sizes, in the process getting rid of the weapon proficiency questions.

That is a good point, of course it really points out that the weapon profiency system needs a good overhaul.

Even in 3.5/PF A druid could wield a scimitar sized for a large creature with a -2 size penalty, but if the druid tries to wield a falchion, they take a -4 non-profiency penalty. If anything, I would think the falchion would be easier to wield than a large scimitar.

I am *trying* to work on this for my homebrew, which lists weapons proficiencies by weight and scale as opposed to simple/martial and size respectively.


Freehold DM wrote:


I am *trying* to work on this for my homebrew, which lists weapons proficiencies by weight and scale as opposed to simple/martial and size respectively.

I would start with the fighter's weapon groups, and work from there.

Axes, Heavy Blades, Light Blades, Bows, Close, Crossbows, Double, Flails, Hammers, Monk, Natural, Pole Arms, Spears, Thrown

It isn't a perfect list, but I think that would make a good martial profiency list.

So instead of martial profiency(scimitar), you would take martial profiency(heavy blades).

The other idea I have seen floating around here is the idea that weapons get better based on your profiency with the weapon.

For example, a rapier.
You can use a rapier as a simple weapon, it is a 1d6 x2 weapon.
If you have martial profiency for rapiers, it becomes a 1d6 18-20/x2 weapon.
If you have exotic profiency for rapiers, it gains the disarm property.

I think if you put those two together, you can make a pretty nice profiency system.


Brian Bachman wrote:

When I wax nostalgic, I tend to go further back than 3.5, to the hoary days of AD&D or 2nd Edition. That said, I think overall PF is an improvement and natural evolution of 3.5, and strongly approve of most changes.

My only caution is of a general nature. PF did continue what I see as a continuing power creep throughout the entire evolution of the game. PCs have gradually, and sometimes not so gradually, become more powerful with each new edition, necessitating an increase in the power of their opponents to provide the same level of challenge. It has reached the point where many posters here credibly describe the upper levels of PF as more of a superheroes game than a classic heroic fantasy game. I'm fine with this, but I wouldn't want to see the power inflation continue forever. If anything, I would be more interested in a power down. I'm probably swimming against the tide here, as I'm sure the reason the inflation occurs is the heavy demand for more powerful/cooler characters from players, and the fact they snap up products that will make their characters more powerful. I don't think I'm alone in wanting to stop at some point before 1st level characters are able to one-shot Thor.

Yes. This. You are not alone in that assessment.


Seriously not alone about the power creep concerns..... we need to institute the gaming industry equivalent of the old Roman army process of Decimation.


Charender wrote:
Freehold DM wrote:


I am *trying* to work on this for my homebrew, which lists weapons proficiencies by weight and scale as opposed to simple/martial and size respectively.

I would start with the fighter's weapon groups, and work from there.

Axes, Heavy Blades, Light Blades, Bows, Close, Crossbows, Double, Flails, Hammers, Monk, Natural, Pole Arms, Spears, Thrown

It isn't a perfect list, but I think that would make a good martial profiency list.

So instead of martial profiency(scimitar), you would take martial profiency(heavy blades).

The other idea I have seen floating around here is the idea that weapons get better based on your profiency with the weapon.

For example, a rapier.
You can use a rapier as a simple weapon, it is a 1d6 x2 weapon.
If you have martial profiency for rapiers, it becomes a 1d6 18-20/x2 weapon.
If you have exotic profiency for rapiers, it gains the disarm property.

I think if you put those two together, you can make a pretty nice profiency system.

I really, really like the second system and I could see that getting really, really popular. I know it was posted in another thread though(I'm not sure if you came up with it or not), and I'd like to talk to the author. I'm not sure if I'm going to use that for my homebrew *just* yet though, as I am not up to the weapons. I'd like to put that next to the "weapons by weight" idea and see how it works.


Bruce Bogtrotter wrote:


Yes. This. You are not alone in that assessment.

I'll say it again... while 3.5's mook classes got a lot stronger in PF, the high end classes (e.g., the only ones still played by players experienced enough with the system to know better) of 3.5 are anything but in PF.

Overall, PF characters made by people that I play with are weaker than 3.5 characters made by the same players. YMMV.


Dire Mongoose wrote:
Bruce Bogtrotter wrote:


Yes. This. You are not alone in that assessment.

I'll say it again... while 3.5's mook classes got a lot stronger in PF, the high end classes (e.g., the only ones still played by players experienced enough with the system to know better) of 3.5 are anything but in PF.

Overall, PF characters made by people that I play with are weaker than 3.5 characters made by the same players. YMMV.

Yes, I heard.

However, I was ignoring you:)

No go away...or I shall taunt you another time!

Regards,

Bruce


Deleon wrote:
This got me to thinking if there are any other things that people preferred in 3.5.

Non casters were viable under very limited circumstances. It's not much, but I actually prefer not playing the top tier classes. But if the top tier is my only real option, I'm ok with playing them. They just aren't my first choice.

And to answer your other question no, PF encounters do not resemble 4th edition encounters. They're still very quick.


Mistah Green wrote:
Deleon wrote:
This got me to thinking if there are any other things that people preferred in 3.5.

Non casters were viable under very limited circumstances. It's not much, but I actually prefer not playing the top tier classes. But if the top tier is my only real option, I'm ok with playing them. They just aren't my first choice.

And to answer your other question no, PF encounters do not resemble 4th edition encounters. They're still very quick.

The DPR of most pathfinder characters is pretty out there---look at the DPR olympics examples, a lot of them can easily one-round themselves with just a little luck, and can pretty much always 2 round themselves even with modestly bad luck. By way of comparison, 1st edition characters might take 4-5 rounds against a mirror of themselves (a 10th level fighter with 80 hit points and an AC of -3 with a hit bonus of 6 would have an effective THACO of 5, hitting himself about 2/3 of the time, with 2 attacks and probably no more than an average damage of 15 per hit, so he'd just barely take himself out in 4 rounds). Even if you give Pathfinder characters maximum hits for their level, the fighters still take themselves out in 2 full attacks and a few of the classes STILL can oneround themselves (paging Druid Dan :-)) From a combat feel perspective, I'd really prefer to slide more towards the slower carnage levels where 2 tanks require 4 rounds to kill each other and there is more difference in that regard between a BSF and a Glass Cannon, but I'm not really certain how to go about that in a globally balanced sense. Since I'm constitutionally averse to pulling any punches as a GM, my players tend to address this for themselves through their choices of what sort of targets to go after or goals to pursue, but this is pretty much only a viable solution for a simulationist GM. I suspect that the inflation of the DPR to Defense ratio in 3rd, 3.5 and PF is what motivates a very large amount of the fudging that takes place.


EWHM wrote:
Mistah Green wrote:
Deleon wrote:
This got me to thinking if there are any other things that people preferred in 3.5.

Non casters were viable under very limited circumstances. It's not much, but I actually prefer not playing the top tier classes. But if the top tier is my only real option, I'm ok with playing them. They just aren't my first choice.

And to answer your other question no, PF encounters do not resemble 4th edition encounters. They're still very quick.

The DPR of most pathfinder characters is pretty out there---look at the DPR olympics examples, a lot of them can easily one-round themselves with just a little luck, and can pretty much always 2 round themselves even with modestly bad luck. By way of comparison, 1st edition characters might take 4-5 rounds against a mirror of themselves (a 10th level fighter with 80 hit points and an AC of -3 with a hit bonus of 6 would have an effective THACO of 5, hitting himself about 2/3 of the time, with 2 attacks and probably no more than an average damage of 15 per hit, so he'd just barely take himself out in 4 rounds). Even if you give Pathfinder characters maximum hits for their level, the fighters still take themselves out in 2 full attacks and a few of the classes STILL can oneround themselves (paging Druid Dan :-)) From a combat feel perspective, I'd really prefer to slide more towards the slower carnage levels where 2 tanks require 4 rounds to kill each other and there is more difference in that regard between a BSF and a Glass Cannon, but I'm not really certain how to go about that in a globally balanced sense. Since I'm constitutionally averse to pulling any punches as a GM, my players tend to address this for themselves through their choices of what sort of targets to go after or goals to pursue, but this is pretty much only a viable solution for a simulationist GM. I suspect that the inflation of the DPR to Defense ratio in 3rd, 3.5 and PF is what motivates a very large amount of the fudging that takes place.

I've seen the DPR olympics examples. They all did about 50-80 or so, at least the ones I read before I lost interest. Thing is, monsters have significantly more HP than PCs while being able to easily meet or exceed the damage of so called casual melees. Obviously, this will not end well.

The 80 guy (which was a Druid, for what it's worth) would do ok. Everyone else?

Because you see, the reason why casual melee doesn't work is because everyone got an inflation of DPR to defense ratio except you. Combine that with 'everyone can adapt, except non casters' and it's a losing proposition.

It is worth noting though that the DPR of PC damage builds DID decrease from 3.5 to PF. Their foundations were undermined. Enemy damage didn't really drop much though. If anything it increased, because it was rare to see enemies running around with Shock Trooper builds and such.

Liberty's Edge

Bruce Bogtrotter wrote:
Brian Bachman wrote:

When I wax nostalgic, I tend to go further back than 3.5, to the hoary days of AD&D or 2nd Edition. That said, I think overall PF is an improvement and natural evolution of 3.5, and strongly approve of most changes.

My only caution is of a general nature. PF did continue what I see as a continuing power creep throughout the entire evolution of the game. PCs have gradually, and sometimes not so gradually, become more powerful with each new edition, necessitating an increase in the power of their opponents to provide the same level of challenge. It has reached the point where many posters here credibly describe the upper levels of PF as more of a superheroes game than a classic heroic fantasy game. I'm fine with this, but I wouldn't want to see the power inflation continue forever. If anything, I would be more interested in a power down. I'm probably swimming against the tide here, as I'm sure the reason the inflation occurs is the heavy demand for more powerful/cooler characters from players, and the fact they snap up products that will make their characters more powerful. I don't think I'm alone in wanting to stop at some point before 1st level characters are able to one-shot Thor.

Yes. This. You are not alone in that assessment.

Not just power creep. I'm also concerned with the rules creep. Pathfinder is a great game, but there's a lot of rules, so one combat round takes a long time.

Liberty's Edge

I miss Spot, Listen, Search, Open Locks, etc etc. I enjoyed the RP elements I was able to gain from a more diverse skill selection.

-Vaz


Mistah Green wrote:


It is worth noting though that the DPR of PC damage builds DID decrease from 3.5 to PF. Their foundations were undermined. Enemy damage didn't really drop much though. If anything it increased, because it was rare to see enemies running around with Shock Trooper builds and such.

I agree with your conclusions.

Interestingly, I think a DPR build is more viable in PF even though the DPR has gone down, because a character build optimized to dish DPR in 3.5 is basically a mistake -- it's like handing in War and Peace as math homework. In PF, maybe it's not such a bad idea because save or die has, relatively, dropped way out of the game.

The Exchange

Vaziir Jivaan wrote:

I miss Spot, Listen, Search, Open Locks, etc etc. I enjoyed the RP elements I was able to gain from a more diverse skill selection.

-Vaz

It is funny how people can play the exact same game and get completely different things from it. Nothing wrong with that, I just think it is interesting.

I always hated having so many skills when it is so much easier to combine like skills under one heading. Honestly I wish they'd condense the skill list even more.
That's like combat. People say combat takes too long, but for my group it is quick and painless. That's because our combat is pretty straight forward. Most of my players have never read the rulebook or are too young to remember a bunch of details about encumbrance, adjacent squares, etc... so we just ignore them.


+1 to this. I never learned a whole system before start to play - just step by step.

About the skills.. yeah, different skill can be great.. if you have enough skill points to spare. If you don't have, it's a pain for a fighter just pimp spot and listen to be a decent guardian.

It's better how skills are handled now, IMHO. We have skills point to customize, but there are not "no you can't, no way" for certain classes.


Dire Mongoose wrote:
Mistah Green wrote:


It is worth noting though that the DPR of PC damage builds DID decrease from 3.5 to PF. Their foundations were undermined. Enemy damage didn't really drop much though. If anything it increased, because it was rare to see enemies running around with Shock Trooper builds and such.

I agree with your conclusions.

Interestingly, I think a DPR build is more viable in PF even though the DPR has gone down, because a character build optimized to dish DPR in 3.5 is basically a mistake -- it's like handing in War and Peace as math homework. In PF, maybe it's not such a bad idea because save or die has, relatively, dropped way out of the game.

Direct save or dies have. But those were never that good to begin with. Plenty of things are naturally immune to death, and the ones that aren't can easily get Death Ward or similar. They are the easiest save or ______ spells to shut down. Even when they work they're generally only single target, and unlike most of the good spells do not completely ignore spell resistance. So if your DM erroneously believes spell resistance is an anti caster measure, you didn't care unless you were a necromancer or an evoker. I don't think I need to get into how badly the latter was screwed already.

There is also nothing stopping you from importing any non core spells you like. You're even encouraged to do this and they will work fine.

Whereas even if you import things such as Shock Trooper, they still build off PA, so you cannot sidestep the melee nerfs.

Meanwhile HP is still a boolean, and enemy monsters do as much, or often more damage as PA is still a standard feat for them, and since it's rare to see enemies take Shock Trooper the result is that they turn their overabundance of to hit relative to your AC into even more damage. You were already being over half killed in one round. What do you think more enemy DPS will do? If you said 'make dealing HP damage even more of a fool's choice than it already was' you'd be right.

Consequently PF is one big flash and slash game. Cleric, Druid, Wizard... playing anything else is either a weaker version of one of those three, or more likely nominates you as the party mascot.

Funny story: Before my PF group figured this out we were Fighter/Rogue/Wizard/Druid. Once we did the Fighter and Rogue left, and we got a Cleric and another Druid. Our competence immediately improved by close to 100%.


Mistah Green wrote:


Meanwhile HP is still a boolean,

You keep using this term after that discussion with me... FYI, I used it to say that fights in 3.5 with shock trooper were all-or-nothing. The amount of damage made them this way. And I admit it was a forced metaphor.

Use the term with every issue concerning HP in 3.5 pathfinder is, at best, a mistake, just for the amount of effects that come into play after a critical strike or sneak attack or another move.

If the system allow you to use divine caster as meleers, good.

But don't sell it as the only thing possible because you will lose.

Silver Crusade

Pathfinder Adventure Path Subscriber

The PF Druid is quite a stretch weaker than 3.5 Druid due to the wildshape nerf, FYI.


Kaiyanwang wrote:
Mistah Green wrote:


Meanwhile HP is still a boolean,

You keep using this term after that discussion with me... FYI, I used it to say that fights in 3.5 with shock trooper were all-or-nothing. The amount of damage made them this way. And I admit it was a forced metaphor.

HP being a boolean has nothing to do with Shock Trooper. You either have HP or you don't. An enemy with 150/150 HP, an enemy with 75/150 HP, and an enemy with 1/150 HP all can fight back at full power. Shock Trooper is one of the few practical means to take off their last HP but other than that your only role in this is inadvertently suggesting the term to describe what was going on.

Quote:
Use the term with every issue concerning HP in 3.5 pathfinder is, at best, a mistake, just for the amount of effects that come into play after a critical strike or sneak attack or another move.

A bunch of minor, unreliable effects have no basis in your performance in a campaign.

Quote:

If the system allow you to use divine caster as meleers, good.

But don't sell it as the only thing possible because you will lose.

Divine casters have better things to do. Them being better at meleeing than the actual melee classes is a testament to just how little said classes have to offer.

Silver Crusade

Pathfinder Adventure Path Subscriber
Mistah Green wrote:


Divine casters have better things to do. Them being better at meleeing than the actual melee classes is a testament to just how little said classes have to offer.

The PF core Cleric and Druid can't match a full BAB class in the DPR department. Sorry, try again.


Gorbacz wrote:
Mistah Green wrote:


Divine casters have better things to do. Them being better at meleeing than the actual melee classes is a testament to just how little said classes have to offer.
The PF core Cleric and Druid can't match a full BAB class in the DPR department. Sorry, try again.

The Pounce Druid + Animal Companion can out DPR the fighter over the mid-levels (which are generally considered to be the most important) due to the synergy of high strength, reliable full attacks and 5 attacks with a pounce + rake. Even at 3/4 BAB that can definitely scale up the DPR vs the fighter.

However I think he was referring specifically to the ability of full casters to bypass the HP/AC method of defeating enemies and use the SoS/SoD method of defeating enemies. Considering that PF did not solve the Save vs Save DC math (it chopped away at some of the Save DC modifiers but kept casting stat unchanged which is the big modifier) in a way that makes SoS/SoD spells more risky, but instead generally made it so that afflicted targets have saves in future rounds. This results in the typical stunlock scenario where the caster keeps the target stunned or useless and the martial classes do clean up.

The changes to the Bestiary do help somewhat and an experienced DM will avoid the 4 PCs vs 1 BBEG scry-n-fry alpha strike in their game but I do sympathize with people who feel that the casters are still too powerful. I don't however agree that turning the game into one round alpha strikes with megacasters and uberchargers is the right solution either.

The optimal solution would've been to nerf the caster cheat code (SoS/SoD) more and give the martial classes better defenses while still keeping the martial character can kill a CR appropriate foe within 2-3 rounds (charge + 2 full attacks). I think Pathfinder got part way there but backed off short of the goal-line due to the desire to maintain backwards compatibility

Scarab Sages

what did i prefer? polymorph, good old fashioned, out of the box, broken 3.5 phb polymorph.


Gorbacz wrote:
Mistah Green wrote:


Divine casters have better things to do. Them being better at meleeing than the actual melee classes is a testament to just how little said classes have to offer.
The PF core Cleric and Druid can't match a full BAB class in the DPR department. Sorry, try again.

DPR Olympics.

Hi Welcome

vuron wrote:
The Pounce Druid + Animal Companion can out DPR the fighter over the mid-levels (which are generally considered to be the most important) due to the synergy of high strength, reliable full attacks and 5 attacks with a pounce + rake. Even at 3/4 BAB that can definitely scale up the DPR vs the fighter.

That and iterative penalties any higher than -5 are an elaborate way of saying 'you miss'. If weapon users had at most a -5 penalty to iteratives, which could drop to -2 for one feat, and nothing for two feats they would be a lot better off. After all this is the very reason why natural attackers (monsters, Druids) are better than you.

Quote:
However I think he was referring specifically to the ability of full casters to bypass the HP/AC method of defeating enemies and use the SoS/SoD method of defeating enemies. Considering that PF did not solve the Save vs Save DC math (it chopped away at some of the Save DC modifiers but kept casting stat unchanged which is the big modifier) in a way that makes SoS/SoD spells more risky, but instead generally made it so that afflicted targets have saves in future rounds. This results in the typical stunlock scenario where the caster keeps the target stunned or useless and the martial classes do clean up.

Correct, I was referring to the spells that have an actual impact upon combat. Hitting enemies isn't really a problem, but hitting them hard enough to make them care is. It's such that things like damage reduction make no practical difference in actual play - if your DPS is low enough that you care about losing 5 or 10 damage a swing, you have far worse problems than the fact the enemy has a form of DR that you cannot bypass. And DR higher than 10 is very rare until you get to the very high levels where it has the same impact.

PF casters will have better spell DCs. Everything that boosts them is either the same or higher. You get +1 DC just for picking human as your race, or anything else that gives +2 to your prime stat. There were + mental stat races in 3.5 as well, but they had some sort of crippling drawback such as '-2 Con', or 'LA anything other than 0' or 'has Spell resistance'. Yes, you heard me right.

On the defensive side everything has less defenses against spells (except for the spellcasters themselves) if you buy into that bit about not letting players have the items they need to stay on the RNG, and instead giving them junk items with little to no practical use. If you ignore that, and you should then everyone is neither better nor worse off than you would be in 3.5 core. Which still isn't that great, given that core only jacks up offense considerably, and does little for defense.

The recurring saves thing also makes no difference in actual play. Once it sticks it will provide its benefit for two rounds. Even if the target is still alive, and the spell wears off it's not going to get another turn. The only thing it does is give people who are missing the point something to point at and say that casters are nerfed. Much like the whole melee decoy thing.

Quote:
The changes to the Bestiary do help somewhat and an experienced DM will avoid the 4 PCs vs 1 BBEG scry-n-fry alpha strike in their game but I do sympathize with people who feel that the casters are still too powerful. I don't however agree that turning the game into one round alpha strikes with megacasters and uberchargers is the right solution either.

The game already is about one round strikes. The only difference is that not everyone can do them. At level 1 Color Spray is an AoE save or lose you can use 2-4 times a day, most likely 3. Swinging a two handed weapon around is a save or lose you can use as long as you have HP (not as long as you think, but probably more than 3 times) but that is single target.

Then you get past level 1, and the casters still have save or loses, but everyone else loses theirs. The enemies all have save or loses too, which is important to remember.

As for scry and fry, it is incredibly effective in core only, but doesn't work so well outside of core as most of the defenses against it are non core. But it's no secret core only is the epitome of imbalance.


Mistah Green wrote:

Direct save or dies have. But those were never that good to begin with. Plenty of things are naturally immune to death, and the ones that aren't can easily get Death Ward or similar. They are the easiest save or ______ spells to shut down.

Right, but almost all of the save-or-suck spells got it too. (Or, not even save and still suck.) Glitterdust? Not as good as 3.5. Ray of enfeeblement? Not as good as 3.5. Solid fog and its descendents? Disintegrate? Implosion? Entangle? Forcecage? Irresistable dance? Maze? ALL those spells and many, many, many more got hit with the nerf stick, and deservedly so.

Mistah Green wrote:


There is also nothing stopping you from importing any non core spells you like. You're even encouraged to do this and they will work fine.

Sure, because backwards compatability is supposed to be a big selling point of PF. However, if you do that, you can't really blame PF for being balanced or not anymore, and it's not really relevant to discussing the balance of PF.

Mistah Green wrote:


Consequently PF is one big flash and slash game. Cleric, Druid, Wizard... playing anything else is either a weaker version of one of those three, or more likely nominates you as the party mascot.

This is much, much less true in PF than it was in 3.5, although those probably still are the best classes.


The DPR olympics chose a really unfortunate plateau for the full BAB classes (namely just before they get their 3rd iterative) as such they tend to match up poorly vs the DPR olympic's druid (which assumes both the druid and animal companion have charge lines to get full attacks - but featureless white room is the set-up).

I'd say the Druid is still too powerful (but that's mainly due to pounce+rake being ridiculously powerful- a druid in bear form with a bear companion is much closer to the median) but as always YMMV.

Personally if druid warforms frustrate you I'd suggest creating a houserule making it so that rake does not work on a pounce (only on an grapple action). 3 natural attacks at 3/4 BAB is far weaker than 5 natural attacks. It's still nice because you are still mobile but your DPR is more in keeping with that of the martial classes.


Disciple of Sakura wrote:
I miss there being a weapon or two on the exotic list worth taking.

I grant EWP a +1 to hit against anyone that doesn't have that one...and a -1 against anyone that does. This simulates my experience with weapons training, back in the day. Most 'EW' did well against those unfamiliar with them, but were inferior against those who actualy knew their strengths and weaknesses. Our 'sensei' made a point of showing us the capabilities and the problems with an array of funky weapons (And: no, I mastered none of them.). There is a reason they are 'exotic' and thus not 'common', regional variations aside. A Gnome weilding a Dwarven War Axe would be a surprise wotrthy of a +1, for example.

The MA types that played my 3.0/5 game have lobbied for -2. This does not apply to Monks' weapons. One used to do the competative stuff and loved defusing his opponents by pushing the 'fight' into the weapon's zone of weakness (evasion against in close, pressure against those needing space, etc). Serious Bruce Lee fanboy.


vuron wrote:

The DPR olympics chose a really unfortunate plateau for the full BAB classes (namely just before they get their 3rd iterative) as such they tend to match up poorly vs the DPR olympic's druid (which assumes both the druid and animal companion have charge lines to get full attacks - but featureless white room is the set-up).

I'd say the Druid is still too powerful (but that's mainly due to pounce+rake being ridiculously powerful- a druid in bear form with a bear companion is much closer to the median) but as always YMMV.

Personally if druid warforms frustrate you I'd suggest creating a houserule making it so that rake does not work on a pounce (only on an grapple action). 3 natural attacks at 3/4 BAB is far weaker than 5 natural attacks. It's still nice because you are still mobile but your DPR is more in keeping with that of the martial classes.

A third attack at -10 is not going to help them all that much.

Pouncers are the guys who can barely keep up. Making their DPR 'more in line with the other melee classes' is the same as saying 'stop attacking for HP damage and get with the program'.

At which point the Druid shrugs and goes back to being a Druid, and the Fighter cries into his beer.

By the way, because Pouncers are the guys who can barely keep up, anything that messes with charges hurts everyone worth talking about, not just the Druid.

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