Full casting, 3 / 4 BAB: awesome. 3 / 4 casting, full BAB: BROKEN


Round 1: Magus

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This post was originally longer and more detailed, but it didn't go through. I'm not writing all that again so I'm summarizing my points.

Kaiyanwang wrote:
vuron wrote:


Basically unless you can spam trip attacks or you can do a pouncing full BAB power attack with a Two-handed Weapon and several force multipliers like a "proper" 3.x CharOp fighter the Pathfinder Fighter is considered a speedbump at best.

Of course the reality is that the vast majority of games don't see CharOp builds and the increase in the baseline from the 3.x fighter to the Pathfinder is seen by many gamers as a net positive.

Exactly. For the optimizer, the PF power attack is nerfed because you can no longer take a penalty equal to your full BAB and then use shock trooper or a touch attack.

But for casual play, PA has been revamped, because you obtain more from less, and can use it with off-hand, and stuff.

Furthermore, saying that maneuvers has been nerfed means not understand how to-hit bonuses are obtained or like size and buffs work. Nothing else to say about it.

Those classes are unplayable in casual play. You need CharOp quality builds to make them work.

TWF went from unplayable to all non Rogues to unplayable for everyone, so what it does or does not do for off hand weapons is a moot point.

...It is becoming apparent to me Aelryinth does not have a good understanding of the system, or of the points he is responding to. Perhaps he has never played past level 3? Or read his rulebooks?

80 is the minimum benchmark for level 10. Absolute minimum even. Enemies average 136 HP there, and can easily two round you. So if you do 80, you win as often as you win initiative, and lose (die) as often as you lose initiative. That's... not very good. Not unless you're running an init in the low 20s. But it is the minimum you can have to contribute at the table.

You might be wondering 'why not 68'? Well then you'd lose to every enemy who had even a little above average HP. Or any time you rolled a 1. Making it about 15-20% higher provides an allowance against this.

You're still completely unprepared against the full 40% of encounters that will be harder than this. And there is nothing you can do about the less common edge cases within a given level, as level 10 enemy HP goes as high as 305. But that's why I said it was a minimum. I personally wouldn't recommend going below 100 and even that is iffy.

Why so much, aside from the obvious kill it before it kills you? HP damage is like Canadian money. It's not worth a lot, so you need a lot of it to make up for that. Unfortunately the same is not true of HP damage being directed at the characters, as they have much lower HP.

Estrosiath wrote:
The thing is, most people on this board (no offense meant) have no idea what they are talking about when they speak about how weak this and that class are. They are purely theorycrafting, a sad consequence of people playing too many MMORPGs and using the same type of reasoning for MMORPGs as for table top RPGs. I'm not even going to go into detail as to why it is a bad idea.

Years playing tabletop: 10.

Years with a good grasp of system mastery for tabletop: 8.
Years playing MMORPGs: 3.

So no, I didn't start theorycrafting after I got into MMOs.

Theorycrafting works just fine as long as you both know and understand the variables. This isn't some video game where the mechanics are hidden from the player. The rules are right there. So knowing them is easy. Understanding them is admittedly more difficult, as if I had a dollar for every time someone made a claim such as 'Monks are an effective class.' or 'Pathfinder melee classes are better than their 3.5 counterparts' or 'Fireball is a good use of a spellcaster's turn' then I would already have a full retirement fund.

If you aren't good at it, you'll mess up. You can see this in action with the people who make claims such as those.

A lot of DMs around here also admit to fudging dice, and many of those admit to doing so to save characters from dying. Makes you wonder, doesn't it?

Quote:
But just to take your pouncing druid: sure, he can potentially deal a lot of damage, IF all his attacks hit, and if he has dedicated a lot of strength in his build. And he leaves himself open when charging as a lion/dire lion: his armor class really takes a hit. See, now someone will say 'But the druid will have buffed itself before charging!!!!'. The point is, in real gameplay, you find yourself in situations that cannot be taken into account while posting on a board.

He's going to be automatically hit anyways, because he's level 10, and everyone gets automatically hit at level 10. Such that you can tell who the really bad builds are by recognizing that they are rolling a 2 and missing the enemy. Point is if you have trouble hitting you have far worse problems.

But you are aware that for the Druid, meleeing is that thing he does when he's bored and feels like putzing around on the battlefield. As it is he just barely meets the absolute minimum benchmark despite this casual attitude. But because it doesn't really matter to him, he could go and do 79 damage per round, or 40, or die with no save if he even thinks about meleeing and the Druid doesn't become any weaker of a class. He just has to be awesome more by using save or suck spells instead of goofing off. The poor Druid.

For the lesser classes, meleeing is life. And said classes fell in significantly below the Druid, at around 50 or 60 or so. If they can't pull their weight, and they aren't they have nothing else to offer.

Quote:
Or someone will say "well, my druid is ALWAYS in Lion form, so he doesn't lose his standard action to transform during a fight". Thus forgetting that not being able to communicate with other group members, or not being able to climb ladders, or a variety of other situations (are you in lion form in a city? Unlikely.)

Always a lion while adventuring? Sure. Always a lion in downtime? Nah. All the other stuff is easily worked around.

Quote:
Sure, if you always compare the situation with your druid being fully buffed, not surprised, already in lion form and with a clear line for the charge to his enemy, it's not really a surprise people will think the druid is overpowered. But that has almost never happened in my gaming experience. Enemies become either too cunning or tough to take care of at level 10 with 80 damage in a round anyway (and most of them will have dr of some kind, not necessarily the type your...

Your false conclusions about the game (which would lead to bad theorycrafting) aside, you are aware that all you are doing is arguing the bar should actually be higher. Which is fine, I agree with that, I even said as much. But raising the bar further makes Mr. Sixty look even sadder. Which is the exact opposite of the point you are trying to make. The Druid won't care if the minimum bar is actually 100, or 120. Sure sucks to be you if all you have is that number though.

Jason Ellis 350 wrote:
The problem with that is that there are still too many variables in the game, starting with the guy behind the screen. Does he allow splatbooks from 3.5? Does he allow books from 3rd party publishers? Are there a pile of adventure paths laying around with stuff from those for the players too use? Lastly, how does he design his encounters? Randomly based on CR? Is he one of those DM's who thinks the game is a contest, and he is supposed to try and win by killing as many PC's as possible? Is he an easy DM who is a pushover? Somewhere in between?

Easy questions.

If he allows lots of books the weaker classes (those that lack significant spellcasting) might have a chance. Of the core classes this means everything except Cleric, Druid, Sorcerer, Wizard. If he does not, don't expect the other seven to work.

3rd party books are actually more likely to be completely useless than useful at all, and getting anything good out of them is actually rare.

And if the DM is anything other than a pushover, those weak classes lose. If he is a pushover, the weak classes barely survive, and everyone else is bored stiff.

...Don't you love forum problems eating your post?


Mista Green wrote: "80 (DPR) is the minimum benchmark for level 10. ...more"

I think you play very differently then the vast majority of people on this board.

Nothing wrong with that, but I would try to be less dismissive of other peoples play styles, especially if you are trying to convince them and/or the designers of your opinions.

PS "HP damage is like Canadian money. It's not worth a lot, so you need a lot of it to make up for that. "
1.00 CAD = 0.975247 USD


Mistah Green wrote:


Those classes are unplayable in casual play. You need CharOp quality builds to make them work.

TWF went from unplayable to all non Rogues to unplayable for everyone, so what it does or does not do for off hand weapons is a moot point.

Considering lots of people play fighters and characters with some variety of TWF, I'm going to say that your definition of "unplayable" is probably idiosyncratic and not generally agreed to by everybody.

If you believe that certain things are unplayable, by all means, make your opinions known. That's what playtest threads are for. But don't assume that everyone must agree with your methodology or conclusions.


Fergie wrote:

Mista Green wrote: "80 (DPR) is the minimum benchmark for level 10. ...more"

I think you play very differently then the vast majority of people on this board.

Nothing wrong with that, but I would try to be less dismissive of other peoples play styles, especially if you are trying to convince them and/or the designers of your opinions.

You're probably right. I play by the RAW, whereas it is becoming apparent to me most other people play by heavily lowballing enemy stats and frequently fudging dice to prevent the PC death that would otherwise be common even then.

This wouldn't bother me, except that those same people insist they are performing at par, when they clearly are not.

By the rules as written, level appropriate enemies have little trouble killing at least one person in two rounds, so if you want to fight them and not die all the time you need to be able to take them out before they get two turns on you. With HP damage this means being able to take off a bit over half their HP in one turn, at the minimum.

If you're playing a spellcaster this gets a lot easier, as you can just throw around save or sucks and not have to deal with the vastly inflated HP and the consequences thereof.

It's also quite apparent that having to fix problems in the system by lowballing stats so that the Fighter isn't completely outclassed and still fudging for him indicates that there is a problem, and that it needs to be fixed. Not by subconscious workarounds, but by making the class mechanically sound enough to stand on its own two feet.

Now if your design goal is an Ars Magica like setting, where there are casters and there are the servants of casters then by all means leave the poor guys in the dirt. I can't imagine it's very fun for the player to know they will never stand on their own, but it's your game, and it's your table that will have to deal with that.

However I'd like to believe everyone here is interested in their players having fun and that Pathfinder isn't just for mindless flash and slash with casters on godmode. And there is one universal requirement to this - must be able to contribute and function without DM pity.

Quote:

PS "HP damage is like Canadian money. It's not worth a lot, so you need a lot of it to make up for that. "

1.00 CAD = 0.975247 USD

"Canadian money before the value of the US Dollar fell through the floor, so it was a rough 2 canadian dollars = 1 US dollar exchange rate."

Better?


By the rules as written, you are pretty far off in your assessments of what a CR 10 should be able to do.

http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html

A creature that relies on melee attacks will be attacking at +18, and do an average of 45 damage if ALL attacks hit. Assuming that you are taking steps to not get hit, mitigate the damage, and generally not allow monsters to totally control the flow of combat, I think a wide variety of options are viable, even though they are not "totally optimal".

I think much of what you are saying may have been true in various parts of 3.5, but there is something of a consensus that the classes are as equal as they can be in a game where some characters get to cast Wish, and others get to hit things really really hard a bunch of times. In short, melee types can be VERY relevant in combat these days.


ProfessorCirno wrote:


Here is a challenge to you and indeed no small number of others here. Mathematically tell me why the theorycraft falls about.

"But Cirno, why do I use math?"

Because we're all nerds in the nerdy hobby of tabletop gaming, and D&D has always been built on the shoulders of math, that's why. Because D&D is math. Because as soon as you roll that die - and you do it a lot in D&D! - you're doing math.

Point the first: I fully approve theorycraft as a valuable tool to compare two things mechanically. There is no reason to 'play out' 1000 combats between a 3rd level Fighter with feats x, y, z and a 3rd level barbarian with feats x and y and rage power z to see how they mechanically stack up. If you want to know which character is going to be more successful in a stand-up fight, then theorycraft is the way to go.

However, there is much more to the game than 1000 static combats. Because the game is stochastic, we don't get to use average results from 1000 combats.

Theroycrafting can tell you which character is more likely to live or die, more likely to kill all the bad guys or whiff helplessly, but that's a vacuum.

The actual game takes the standard theorycrafting tools (featureless planes, Stealth vs Perception surprise rounds and encounter distances, etc) and turns them on their ears.

In an actual game you have to deal with so many factors that theorycrafting becomes unable to handle them all...

First, what's the party makeup? Is it 3 people? 4? 5? 6? more? Does the party have henchmen? Cohorts? NPCs? Guides? Horses/Mounts? Animal Companions? Guard Dogs? Allies?

How were stats generated? What point buy, what dice method? Are all players the same level, or do they advance at different rates (due to deaths, missing games, whatever).

What's the class makeup? How much arcane magic is available? how much divine magic? How many group buffs? How much time do you have to prepare for the encounter? Do you have a surprise round? What's the initiative?

What's the tactical situation? Are the enemies intelligent, beasts, mindless? Is there usable terrain and cover? Can an ambush be set, or detected? Is the encounter to the death, a skirmish? Does the party have to win right now, or can they retreat and come back later? Is there potential for negotiation, or avoidance?

How many encounters are there in the adventuring day? How many resources were expended earlier? Can you nova the encounter? Have you previously nova'd, and were attacked while resting?

All this, and we haven't even gotten to dice rolls... while over 1000 battles, the rolls will curve nicely, in *this* battle, a botched save, a max damage crit, these things take a basic encounter and change it. Maybe the BBEG is rolling on the floor after a Save-or-Lose and now it's just cleanup. Or maybe the Wizard and the Cleric in your party are caught in a save-or-lose, and now the rest of the party has to finish the battle, or escape, or surrender, or what have you.

So, math is important. It's especially important in direct comparisons (the more similar the two subjects are, the more valuable theorycrafting becomes). However, trying to theorycraft 'All Magi' vs 'All Bards' is a difficult proposition. For every character there are choices of race, traits, feats, stats, skills, spells, class features that are all variable. Theorycrafting can easily tell you 'A Magus built this way is inferior in melee combat vs a Bard built this way, given this opponent in this situation'. However, that's such a minor slice of the possibilities that it fails to be valuable in a playtest situation, *unless* it is describing a gross imbalance.

At this level (playtesting a class provided by professional game designers), theorycrafting is only valuable if it shows a *massive* imbalance between a similar established class.

While 'actual playtesting' is basically anecdotal when taken singularly in a vacuum, enough anecdotes become data. Good playtests, that describe situations and mention if the dice went one way or the other are very valuable to see how a class works in actual play, and massive playtest data is something that is very difficult to generate as a game company, which is why companies look to external testers to provide it. Massive theorycrafting is much easier to do in house, although it is still valuable for external theorycraft to happen, because more eyes have more potential to see broken combinations. But, you really need BOTH, and as we aren't the developers, actual playtests are worth more than any amount of theorycrafting.

TL;DR: theorycrafting is important, but actual playtesting is more valuable to a developer.


Fergie wrote:

By the rules as written, you are pretty far off in your assessments of what a CR 10 should be able to do.

http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html

A creature that relies on melee attacks will be attacking at +18, and do an average of 45 damage if ALL attacks hit. Assuming that you are taking steps to not get hit, mitigate the damage, and generally not allow monsters to totally control the flow of combat, I think a wide variety of options are viable, even though they are not "totally optimal".

I think much of what you are saying may have been true in various parts of 3.5, but there is something of a consensus that the classes are as equal as they can be in a game where some characters get to cast Wish, and others get to hit things really really hard a bunch of times. In short, melee types can be VERY relevant in combat these days.

That is an example of lowballed stats. If you look at the actual stat blocks of enemies you face and compare those you will see this. If you look at the actual stat blocks and apply their resources (creatures who can buff do, say) it will become even more apparent.

This disconnect only becomes more apparent if you look at what that chart says enemies should have compared to what they actually do have at higher levels. '+30 to hit'. Yeah, the casters have that. They're casters, they're not swinging a weapon around for +30 to hit. Everything that actually cares about their melee prowess is a full die over this, or more. Except the tarn whatever it is. That's just the easiest 300k XP you will ever 'earn'. The 'Fighter 20' of the monster world, if you will.


Example please. The adult white dragon pushes the numbers a bit, but well, it is a dragon. Other then that, most are within a few points of the numbers on the chart.


I find that the Pathfinder math can work well if you make assumptions concerning optimal encounter design.

If you assume that the optimal encounter is not 1 CR+4 monster but rather 1-2 CR equivalent + some combo of CR -1 and -2 mobs and that encounters are designed to last roughly 3 rounds (1 initial contact round for manuevering/buffing/ranged combat, and 2 or so for melee scrum) doing x damage at level y is probably adequate.

Under these scenarios the SoS/SoD caster can negate a % of the opposition early but unless they have a multi-target "I win" button they generally can't win the encounter in the first round. This gives the Melee characters the ability to close and then do their hack-n-slash routine (1 round charge + 2nd round Full attack) and contribute meaningfully to the fight.

If you play 4-5 PCs on 1 Monster (which some people play) there really isn't any reason whatsoever to not go Nova and swing for the fences with a optimized SoS/SoD spell every encounter. These fights either require massive defenses on the part of the monster and the ability to slay 1-2 PCs a round or they turn into "Wizard is cruise control for boring".

The problem is that "optimized" play has IMHO turned into a rather gameplay exercise where the party hangs out in a safe refuge, uses divination to find the BBEG, spell buffs, teleports in and goes for the 1 round alpha strike every single encounter.

I understand that some people like that style of play and feel that the extended 3.x ruleset allows rogues and fighters to feel less marginalized during encounters like this but realize that for a certain percentage of games (I'd say the majority of Pathfinder enthuisasts) this scenario does not represent their ideal form of gameplay and they actively seek to undermine it through various methods (metagaming, different encounter designs, even fudging) because they feel optimized play is completely and totally boring.

It's also the reason why some people enjoy playing Exalted even though by RAW optimized play is going to be Chung-xalted with paranoia combos every round of every combat.

So while 3.x Pathfinder is certainly flawed, it's also playable even though it's Herp Derp "Caster Edition".


vuron wrote:

I find that the Pathfinder math can work well if you make assumptions concerning optimal encounter design.

If you assume that the optimal encounter is not 1 CR+4 monster but rather 1-2 CR equivalent + some combo of CR -1 and -2 mobs and that encounters are designed to last roughly 3 rounds (1 initial contact round for manuevering/buffing/ranged combat, and 2 or so for melee scrum) doing x damage at level y is probably adequate.

If the encounter is 4 levels higher then it's one of those harder encounters I mentioned. The baselines are for the typical encounters. The hard ones require higher standards. After all a level + 4 encounter could very easily end up with something like 'as many Balors as there are players'. At which point you really do need to be able to go one on one, and win. Because that's what you are doing.

Quote:
Under these scenarios the SoS/SoD caster can negate a % of the opposition early but unless they have a multi-target "I win" button they generally can't win the encounter in the first round. This gives the Melee characters the ability to close and then do their hack-n-slash routine (1 round charge + 2nd round Full attack) and contribute meaningfully to the fight.

Plenty of AoE save or loses. You'll also have multiple casters.

If the melee guys go up against something not hit by a save or lose, it won't end well for them.

Quote:
If you play 4-5 PCs on 1 Monster (which some people play) there really isn't any reason whatsoever to not go Nova and swing for the fences with a optimized SoS/SoD spell every encounter. These fights either require massive defenses on the part of the monster and the ability to slay 1-2 PCs a round or they turn into "Wizard is cruise control for boring".

You say that as if it's only possible to stunlock one enemy at a time.

Quote:
The problem is that "optimized" play has IMHO turned into a rather gameplay exercise where the party hangs out in a safe refuge, uses divination to find the BBEG, spell buffs, teleports in and goes for the 1 round alpha strike every single encounter.

D&D is a lethal game. What is your point? Besides, I haven't even mentioned Scry and Fry except in response to others that brought it up.

Quote:
I understand that some people like that style of play and feel that the extended 3.x ruleset allows rogues and fighters to feel less marginalized during encounters like this but realize that for a certain percentage of games (I'd say the majority of Pathfinder enthuisasts) this scenario does not represent their ideal form of gameplay and they actively seek to undermine it through various methods (metagaming, different encounter designs, even fudging) because they feel optimized play is completely and totally boring.

Rogues and Fighters don't become marginalized because of Scry and Fry, or because of any application of save or lose spells. They become marginalized because they are statistically inferior to their opposition and have no options to win anyways (such as save or lose spells).

So... some DMs deliberately undermine effective play. That doesn't justify ineffective play. It gives you no choice but to fail. That argument is a non starter. No matter how many people - in the fudging thread or elsewhere claim that save or lose spells are nonviable because the DM can arbitrarily declare they do not function that argument has no bearing on whether those do, or do not work and their alternatives do not work.

Quote:
It's also the reason why some people enjoy playing Exalted even though by RAW optimized play is going to be Chung-xalted with paranoia combos every round of every combat.

Exalted has far worse balance problems than Pathfinder. There's no comparison.

Quote:
So while 3.x Pathfinder is certainly flawed, it's also playable even though it's Herp Derp "Caster Edition".

Yeah sure, it's mindless hack and slash on godmode as casters, with plenty of Muggles for decoration. I'll give it that. The problem is it could be, and is meant to be so much more than that. And if it were it would go from a side game played once a month just to get those immature urges out before having an actual challenge and some degree of balance to the campaign to the main attraction. The more I talk to those here the more it becomes clear that it will not become anything more than that, and while me and my buddies could fix it to give some amount of depth to the experience doing so would require stripping out everything that makes Pathfinder Pathfinder... at which point we would be better served sticking to our 2 shelves of 3.5 books and 2 chapters of house rules.


Mistah Green wrote:
The more I talk to those here the more it becomes clear that it will not become anything more than that, and while me and my buddies could fix it to give some amount of depth to the experience doing so would require stripping out everything that makes Pathfinder Pathfinder... at which point we would be better served sticking to our 2 shelves of 3.5 books and 2 chapters of house rules.

That was clear in the Beta playtest, which is why I released an entire homebrew game to my group not long after the release of the Pathfinder core rules. I stick with Paizo because they write cool adventures that I can then modify for use -- not because they necessarily have any commitment to game balance.

Look at it this way: no one commercially produces the game we want to play. No matter where we start (3.5 SRD, PRD, Monte Cook, whatever), it's still "Angel Summoner and BMX Bandit: The RPG," unless heavily modified. Pathfinder seems to be the one system still actively churning out ideas that can be stripped for modified 3.X spare parts, so we can still support them on that basis, without necessarily expecting them to create a balanced system.

Grand Lodge

Tell us how you really feel Kirth. :)


vuron wrote:
It's also the reason why some people enjoy playing Exalted even though by RAW optimized play is going to be Chung-xalted with paranoia combos every round of every combat.

Attempting to play Exalted in other mode than Chung-xalted does, in fact, require from a GM to cheat about every second combat in which PCs are faced with opposition that can pose any danger to them at all, unless the party is OK with regular character turnover due to random deaths. That if said GM is good enough at measuring opposition to avoid TPKs and restricts yourself from using grand killsticks, unexpected attacks, massive damage Charms and other fun stuff that puts "paranoia" in paranoia combat. That's what I was forced to finally accept after running 2E for a year and a half (1E was less murderous, but had other issues). DnD/PF's balance issues aren't remotely as bad. I was able to run whole campaigns to early two-digit levels without any outright cheating, despite ramping up the challenge factor, compared to published APs I used.

So it is a really bad counterexample.


Kirth Gersen wrote:
Mistah Green wrote:
The more I talk to those here the more it becomes clear that it will not become anything more than that, and while me and my buddies could fix it to give some amount of depth to the experience doing so would require stripping out everything that makes Pathfinder Pathfinder... at which point we would be better served sticking to our 2 shelves of 3.5 books and 2 chapters of house rules.
That was clear in the Beta playtest, which is why I released an entire homebrew game to my group not long after the release of the Pathfinder core rules. I stick with Paizo because they write cool adventures that I can then modify for use -- not because they care about anything vaguely resembling game balance.

How disappointing.

Quote:
Look at it this way: no one commercially produces the game we want to play. No matter where we start (3.5 SRD, PRD, Monte Cook, whatever), it's still "Angel Summoner and BMX Bandit: The RPG," unless heavily modified. Pathfinder seems to be the one system still actively churning out ideas that can be stripped for modified 3.X spare parts, so we can still support them on that basis, without necessarily expecting them to create a balanced system.

Oh, I'm not expecting them to give me everything I want right away. I am expecting some sort of solid framework, since that's what I am paying for. I can overlook balance problems. I cannot overlook a complete lack of balancing.

For this reason it seems Pathfinder will be further relegated to the mindless flash and slash pile.

http://www.youtube.com/watch?v=F17rPg_pYOs


Kirth Gersen wrote:
That was clear in the Beta playtest, which is why I released an entire homebrew game to my group not long after the release of the Pathfinder core rules.

Can you give a link to it?

(I wouldn't call my own houserules a new game, but they are pretty extensive, including significant rewrites for every core melee class, and I'm still mining for ideas.)

Grand Lodge

I wouldn't call his houserules an entirely new game. I have most of them up right here, if a little out of date. Anything with Kirth in front of it.


Mistah Green wrote:
Oh, I'm not expecting them to give me everything I want right away. I am expecting some sort of solid framework, since that's what I am paying for. I can overlook balance problems. I cannot overlook a complete lack of balancing.

I'd suggest your expectations are maybe a bit high, since I don't know of a game like the one you describe outside of individual, non-commercial efforts like Frank's, mine, and those of the zillions of other people who notice the same things we do.

Commercially, an unbalanced game seems to sell best -- or, recently, a better-balanced game that was stripped of most of what made it D&D, but I won't go there.

Grand Lodge

Mistah Green wrote:
After all a level + 4 encounter could very easily end up with something like 'as many Balors as there are players'. At which point you really do need to be able to go one on one, and win. Because that's what you are doing.

There's one name for the Balor One-to-one encounter in any game where the players weren't supplied by Monty Haul... it's called a TPK. That's not a baseline encounter... that's a freak of gaming that's way off the curve.

It's also a good example of how just relying on CR to design encounters can result in a total game meltdown.... and the limits of theorycraft.


FatR wrote:

(I wouldn't call my own houserules a new game, but they are pretty extensive, including significant rewrites for every core melee class, and I'm still mining for ideas.)

I'd love to see your efforts as well, if you wouldn't mind sending them

Spoiler:
goldma (at) sbcglobal (dot) net
.

My houserules have only been playtested up to 5th level before I hit a critical player shortage, and there's a LOT there, so I'm pretty certain there are a number of infinite-abuse loopholes that will need to be plugged. On the whole, though, it was intended to allow melee characters to remain viable up into higher levels, without feeling like caddies.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Fergie wrote:
Example please. The adult white dragon pushes the numbers a bit, but well, it is a dragon. Other then that, most are within a few points of the numbers on the chart.

Most CR 10 monsters aren't very good at self-buffing. The rakshasa (sorc 7) and guardian naga (sorc 9, with cleric spells, but also Lawful Good and thus rarely comes up as an opponent in most campaigns) are the best spellcasters by a mile. The GN could stack up a lot of good sor and clr buffs, especially on the defensive side, but with only 1 attack per round (2 if hasted) its best-case scenario as a combat killer is limited.

Most CR 10 creatures look a lot more like this:

Bebilith (AC 22, 150 hp, DR 10/good)
Full attack: +19 for 2d6+4d4+27 (claws are 19-20)
Full attack with PA: +15 for 2d6+4d4+51 (claws are 19-20)
Standard (cleave/PA): +15 (2d6+17) vs. 2 targets – assuming SA/cleave with bite for better damage + rot

Fire giant (AC 24, 142 hp)
Full attack +21/+16/+11 (9d6+45/19-20)
FA + PA +18/+13/+8 (9d6+72/19-20)
Standard (great cleave/PA) +18 (3d6+24/19-20) vs. 2+ targets

Adult white dragon (AC 31 w/shield spell, 149 hp, DR 5/magic)
Full attack bite +20 (2d6+10/19–20), 2 claws +19 (1d8+7), 2 wings +14 (1d6+3), tail slap +14 (1d8+10)
FA + PA bite +16 (2d6+22/19–20), 2 claws +15 (1d8+15), 2 wings +10 (1d6+7), tail slap +10 (1d8+22)
SA (true strike + vital strike + power attack bite) +36 (4d6+22/19-20)

These aren't low-balled, gimped enemies; they are the presumptive standard encounters right out of the PFSRD for 10th-level parties to face. These are also the guys who might auto-kill characters in 2 rounds.

For the opposition, assume the most vanilla of 10th level fighter defensive gear, costing less a total of about 11K (out of 62K WBL, leaving 51K for his stat items, misc nice things, and BFS):

+1 full plate
+1 insight AC Ioun stone
+1 ring of protection
+1 amulet of natural armor

Dex 13, Dodge feat.

No shield (since he's most likely a TH fighter), no better DEX to take advantage of armor training, no +2 gear. No buffs of any kind. No help from allies.

Basic Fighter Guy has AC 25, which means that 3 typical CR 10 melee-focused monsters will miss him about 20-25% of the time, 40-50% of the time if power attacking.

Whatever Fighter Guy's offensive options (in this case, he probably has maxed STR with stat points and items, perhaps as high as 28 if he's really focused), going with the bare minimum token investment in defense he's unlikely to get one-rounded or even two-rounded by any of these creatures one on one... and bear in mind that these are supposed to be CR10 for a party of four, not a one-on-one fight.

The dragon will prove the most challenging because of its massive mobility advantage and high AC. It could potentially do a lot of damage, but half of its attacks are iffy propositions to hit.

The bebilith is potentially dangerous because it could double-hit with claws and roll well enough on its armor-busting CMB attack to peel the fighter like a grape and near-auto-hit thereafter.

The fire giant has no DR, a middling AC, and iteratives that probably aren't going to hit. He's probably least likely to

Any of these standard monsters could be made more vicious by changing their feat selection (say, swapping around the fire giant's feats for Vital Strike and Improved Vital Strike so he takes one good whack for big damage rather than one decent whack and two probable misses, and enabling him to move around better is probably to the giant's advantage), but at that point they're not quite the same monster any more and might warrant a CR increase.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

LazarX wrote:
Mistah Green wrote:
After all a level + 4 encounter could very easily end up with something like 'as many Balors as there are players'. At which point you really do need to be able to go one on one, and win. Because that's what you are doing.

There's one name for the Balor One-to-one encounter in any game where the players weren't supplied by Monty Haul... it's called a TPK. That's not a baseline encounter... that's a freak of gaming that's way off the curve.

It's also a good example of how just relying on CR to design encounters can result in a total game meltdown.... and the limits of theorycraft.

You could look for the Fighterman vs. balor thread describing the chances that a single-classed fighter with standard WBL gear could one-round a balor. It was an interesting read.


Kirth Gersen wrote:
Mistah Green wrote:
Oh, I'm not expecting them to give me everything I want right away. I am expecting some sort of solid framework, since that's what I am paying for. I can overlook balance problems. I cannot overlook a complete lack of balancing.

I'd suggest your expectations are maybe a bit high, since I don't know of a game like the one you describe outside of individual, non-commercial efforts like Frank's, mine, and those of the zillions of other people who notice the same things we do.

Commercially, an unbalanced game seems to sell best -- or, recently, a better-balanced game that was stripped of most of what made it D&D, but I won't go there.

I know of plenty. However none of them are tabletop games. And far more flippantly disregard balance.

But you are right. Most players don't want balance. They want to 'pwn all the noobs' with godmode on.

4th edition doesn't count. It intended to be balanced, but did not even come close to doing so, while at the same time stripping the game down to video game like levels of interactivity. Most tabletop games intended to be balanced. That intent means nothing if not backed by deeds.

LazarX wrote:
Mistah Green wrote:
After all a level + 4 encounter could very easily end up with something like 'as many Balors as there are players'. At which point you really do need to be able to go one on one, and win. Because that's what you are doing.

There's one name for the Balor One-to-one encounter in any game where the players weren't supplied by Monty Haul... it's called a TPK. That's not a baseline encounter... that's a freak of gaming that's way off the curve.

It's also a good example of how just relying on CR to design encounters can result in a total game meltdown.... and the limits of theorycraft.

It is a below average level + 4 encounter for a group of level 20 PCs. If it does slaughter everyone, then they were well below par.

Speaking of well below par I am beginning to understand the true depths of the problem. Someone directed me to look at the iconics. I did so. One of them has level 20 written on it, but would be hard pressed to defeat even level 15 opponents. It was the Eldritch Knight, for what it's worth.

Yeah, if your characters are that far below par they can't hope to keep up. I've said as much. But you can't balance around the lowest common denominator, or poor choices. If a player takes a weak class, and makes bad choices they will lose. Badly. Which is why the class should be made not weak, and the player should be advised against bad choices.

Now they don't lose too many points for this. Iconic characters are generally terribly built. If the iconic characters were playable in an actual campaign this would be a pleasant surprise whether than a disappointment that they are not.

But they do lose a lot of points for a different, but related reason.

One of the big flaws with the iconics is that they wasted a lot of their money on junk items, instead of the stuff that keeps their numbers at par. By itself, this is just an extension of 'iconics are not playable'. But I was rereading my Pathfinder conversion guide, and there was a little blurb at the end that went something like this.

"The Pathfinder RPG changes certain assumptions
about purchasing magic items. This is an important
change, as it limits the types of items that the PCs can
purchase and means that they will use less common
items during their adventures. Not every PC should
have a ring of protection, cloak of resistance, and belt of
giant strength.
The game does not assume that every
PC has such items, so there is no reason to make them
as common as they were in 3.5. The Pathfinder RPG
encourages PCs to use some of the more exotic items
that they find during their travels, instead of just
cashing them in to buy the best item for their character
statistically. The rules on page 460 for purchasing
magic items should be reviewed if you allow your PCs
to obtain items in this way."

This means quite a few things, none of which are in any way good.

First, the iconics are supposed to be loaded with junk items. That's not designer error. It's WAI.
They claim you don't need those items to stay on the random number generator, but you still do. Which means you can't stay on the RNG. Not as any sort of item dependent class anyways. So why are you still bringing Fighters et al to the table?
Instead of using the items you must have to perform at par, use the random junk items that people avoided using because they were random junk items. Why? Um... because it's flavorful? I'm sure the monsters think so at least. Omnomnom.

I now have an imprint on my face that suspiciously resembles my right hand.

There was also another non caster nerf hidden in there. Physical stat boosters share one slot. Mental stat boosters all share a different slot. Except that the non casters need more than one physical stat, and the casters don't need more than one mental stat. Getting more than one on the same item? Lots of extra cash. Oh, you need Str, Dex, and Con? Ouch. Caster takes his Con item and his mental stat item and shrugs.


Mistah Green wrote:
Kirth Gersen wrote:
Mistah Green wrote:
Oh, I'm not expecting them to give me everything I want right away. I am expecting some sort of solid framework, since that's what I am paying for. I can overlook balance problems. I cannot overlook a complete lack of balancing.

I'd suggest your expectations are maybe a bit high, since I don't know of a game like the one you describe outside of individual, non-commercial efforts like Frank's, mine, and those of the zillions of other people who notice the same things we do.

Commercially, an unbalanced game seems to sell best -- or, recently, a better-balanced game that was stripped of most of what made it D&D, but I won't go there.

I know of plenty. However none of them are tabletop games. And far more flippantly disregard balance.

But you are right. Most players don't want balance. They want to 'pwn all the noobs' with godmode on.

4th edition doesn't count. It intended to be balanced, but did not even come close to doing so, while at the same time stripping the game down to video game like levels of interactivity. Most tabletop games intended to be balanced. That intent means nothing if not backed by deeds.

LazarX wrote:
Mistah Green wrote:
After all a level + 4 encounter could very easily end up with something like 'as many Balors as there are players'. At which point you really do need to be able to go one on one, and win. Because that's what you are doing.

There's one name for the Balor One-to-one encounter in any game where the players weren't supplied by Monty Haul... it's called a TPK. That's not a baseline encounter... that's a freak of gaming that's way off the curve.

It's also a good example of how just relying on CR to design encounters can result in a total game meltdown.... and the limits of theorycraft.

It is a below average level + 4 encounter for a group of level 20 PCs. If it does slaughter everyone, then they were well below par.

Speaking of well below par I am beginning to...

Does the craft magic x feats limit you to putting certain bonuses on certain items taht use certain slots? Or can you make a cloak of STR and Headband of Speed, etc etc.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Mistah Green wrote:
There was also another non caster nerf hidden in there. Physical stat boosters share one slot. Mental stat boosters all share a different slot. Except that the non casters need more than one physical stat, and the casters don't need more than one mental stat. Getting more than one on the same item? Lots of extra cash. Oh, you need Str, Dex, and Con? Ouch. Caster takes his Con item and his mental stat item and shrugs.

+1 to this.

The mileage a physical stat user gets out of "secondary" physical stats far exceeds its mental stat equivalent.

Ftr/Brb/etc. boost to DEX and CON? Yes please!

Rog/ranged Ftr/Rgr/etc. boost to STR and CON? Yes please!

Wizard boost to WIS and CHA (INT/CHA cleric, INT/WIS sorc, etc.)? It's nice, I suppose, but I'd rather spend that dough on extra metamagic rods... :)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Kryzbyn wrote:
Does the craft magic x feats limit you to putting certain bonuses on certain items taht use certain slots? Or can you make a cloak of STR and Headband of Speed, etc etc.

It might be impossible in PF; I'd have to double-check; however, I believe you can do it, but they cost +50% or maybe +100% if you want to make stat items in non-standard (head-mental/belt-physical) slots.

Sovereign Court

I agree with the OP. Full or 3/4 BAB does not matter much unless you're a fighter trying to qualify for BAB prereq feats.

Full or 3/4 BAB is not really as important in the grand scheme of things as say, access to the weapon training + weapon specialization abilities, or the smiting ability, or the sneak attack ability, etc.

So if a PRC allows level to stack with fighter for the purposes of weapon specialization, it is a bit more powerful. If a PRC allows level to stack with paladin for smiting, to stack with rogues for sneak attack, or for ranger for fave enemy, then I could live on BAB 3/4. However, if it's class intended for melee or ranged (weapon) attacks, and it doesn't build on previous fighting classes (fighter, pally, ranger, rogue) then full BAB and full casting is perfectly acceptable.

This is why I don't get why people whine about Eldritch Knight: full BAB and (almost) full casting, with weapon specialization buildup enabled. A high STR high CHA (ftr/sor) or high STR high INT (ftr/wiz) or high DEX high (INT or CHA) (ray specialist, ray weapon specialization, ray improved critical, critical focus) are all awesome option (with the last being my fave, as you can effectively do 3 attacks at full BAB with scorching ray, each with the benefits of all your ftr feats...)


Mistah Green wrote:
There was also another non caster nerf hidden in there.

Magic item crafting is a big new shiny advantage to the casters as well now: no XP costs anymore. And Master Craftsman is a false promise: fighters have the feats but not the skills to pull it off; barbarians and rangers have the skills but not the feats.


Mistah, you do realize that a CR+4 encounter should have arround a 50% success rate for the PCs. It is not a standard encounter. PCs, through optimization, can trivialize these encounters, but that is not the standard. The standard is characters who do not optimize and spend 1/4 to 1/2 of their feats and other resources not on combat abilities. This results in characters who are optimized being able to take out significantly more challenging encounters. They are not opperating at the baseline though, and I have seen builds that will perform at 2-3 levels higher because of optimization. What a character can do when optimized and what a player will do in an actual game are 2 totally different things. Classes need to be played on relatively the same power level. They do not need to have the same power level when optimized.

I am currently playing in a game where all of my feats on my ranger have gone to item crafting. I am still capable of handling encounters at my level. It is more fun, because the GM does not have to go out of his way to find monsters significantly more powerful than me to challenge me. I could play my class more efficiently, but that is not the character I want. So long as challenges are geared towards what the party can handle, it does not matter if they are fighting what the book says they can, 3 times that, or are lagging levels behind.

Silver Crusade

Pathfinder Adventure Path Subscriber
Kirth Gersen wrote:
Magic item crafting is a big bone to the casters as well: no XP costs anymore. And Master Craftsman is a false promise: fighters have the feats but not the skills to pull it off; barbarians and rangers have the skills but not the feats.

With more feats, spending one on Master Craftsman is hardly a problem for Barb/Ranger/Cav.

And as for Fighter - what ELSE would you use your skill points for, anyway ?


Jason Nelson wrote:
Mistah Green wrote:
There was also another non caster nerf hidden in there. Physical stat boosters share one slot. Mental stat boosters all share a different slot. Except that the non casters need more than one physical stat, and the casters don't need more than one mental stat. Getting more than one on the same item? Lots of extra cash. Oh, you need Str, Dex, and Con? Ouch. Caster takes his Con item and his mental stat item and shrugs.

+1 to this.

The mileage a physical stat user gets out of "secondary" physical stats far exceeds its mental stat equivalent.

Ftr/Brb/etc. boost to DEX and CON? Yes please!

Rog/ranged Ftr/Rgr/etc. boost to STR and CON? Yes please!

Wizard boost to WIS and CHA (INT/CHA cleric, INT/WIS sorc, etc.)? It's nice, I suppose, but I'd rather spend that dough on extra metamagic rods... :)

Indeed--I've found the +2 enhancement ioun stones for physical stats to be worth it for this reason. Yes, they cost more than just buying a belt with +2 to all three stats, but the +2 Str, Dex, Con belt is a trap because it makes it take way too long to get +4 and then +6 to Str (since you aren't allowed to have a belt that distributes unequally--for instance +4 Str, +2 Dex, +2 Con).


Kirth Gersen wrote:
Mistah Green wrote:
There was also another non caster nerf hidden in there.
Magic item crafting is a big new shiny advantage to the casters as well now: no XP costs anymore. And Master Craftsman is a false promise: fighters have the feats but not the skills to pull it off; barbarians and rangers have the skills but not the feats.

You guys just love crushing my hopes and dreams, don't you?

/facetious, for the humor challenged


Caineach wrote:
Mistah, you do realize that a CR+4 encounter should have arround a 50% success rate for the PCs. It is not a standard encounter. PCs, through optimization, can trivialize these encounters, but that is not the standard. The standard is characters who do not optimize and spend 1/4 to 1/2 of their feats and other resources not on combat abilities. This results in characters who are optimized being able to take out significantly more challenging encounters. They are not opperating at the baseline though, and I have seen builds that will perform at 2-3 levels higher because of optimization. What a character can do when optimized and what a player will do in an actual game are 2 totally different things. Classes need to be played on relatively the same power level. They do not need to have the same power level when optimized.

Point 1: It is an encounter you are expected to face. I never said it was standard. 40% of encounters are harder than the norm, norm being level = CR. Not all of those 40 are 4 levels higher, but enough are that you would be hard pressed to go even a single character level without encountering at least one. And that's with the 'fast' advancement. You'll see more otherwise.

Point 2: The standard is characters... who spend 25-50% of their resources on non combat abilities. Since when?

Point 3: Who is doing the optimizing? Optimized casters punch well over their weight class. Optimized melee characters even out into 'average party member'.

Quote:
I am currently playing in a game where all of my feats on my ranger have gone to item crafting. I am still capable of handling encounters at my level. It is more fun, because the GM does not have to go out of his way to find monsters significantly more powerful than me to challenge me. I could play my class more efficiently, but that is not the character I want. So long as challenges are geared towards what the party can handle, it does not matter if they are fighting what the book says they can, 3 times that, or are lagging levels behind.

So you automatically get at least double wealth, which translates into more magic items, which translates into a more powerful character? Sounds like an optimized use of feats to me.

Grand Lodge

Mistah Green pointed out this little tidbit from the Pathfinder book

"The Pathfinder RPG changes certain assumptions
about purchasing magic items. This is an important
change, as it limits the types of items that the PCs can
purchase and means that they will use less common
items during their adventures. Not every PC should
have a ring of protection, cloak of resistance, and belt of
giant strength. The game does not assume that every
PC has such items, so there is no reason to make them
as common as they were in 3.5. The Pathfinder RPG
encourages PCs to use some of the more exotic items
that they find during their travels, instead of just
cashing them in to buy the best item for their character
statistically. The rules on page 460 for purchasing
magic items should be reviewed if you allow your PCs
to obtain items in this way."

The fact that this gives him a facepalm shows that he and I come from very different viewpoints in play, not that his is unique I see it in a lot of theorycrafters who assume that magic item purchasing has no limits save that on the WBL list.

On the other hand, my history has been that of network compaigns where the access to items, especially in Pathfinder Society is much more strictly controlled, and the encounters are balanced around that.

I see a lot of posts like Greens on the WOW boards where the Hardcore charopers quote the top end guilds on the planet with slavish nearly mindless adoration... and I see the same kind of optimisation here with cookie-cutter characters in terms of stats, feats, and even item collection. that's not the game I signed up to play.


Gorbacz wrote:

1. With more feats, spending one on Master Craftsman is hardly a problem for Barb/Ranger/Cav.

2. And as for Fighter - what ELSE would you use your skill points for, anyway ?

1. Yes, it is -- because feats don't scale with level the way spells do; you have to purchase chains instead. Warriors other than fighters need every feat they can lay their hands on just to do their jobs; they can't be spending minimum 2 more on something wizards can do for free.

2. Athletics. Perception. Handle Animal. Bluff if you want to intimidate anyone. Sense Motive if you want to not play the dumbest-seeming guy around. Plus anything you need for character purposes. Also, if the DM makes Knowledge (warfare) or Profession (soldier) or whatever worth anything at all, you want to keep that maxed out as well.


LazarX wrote:

The fact that this gives him a facepalm shows that he and I come from very different viewpoints in play, not that his is unique I see it in a lot of theorycrafters who assume that magic item purchasing has no limits save that on the WBL list.

On the other hand, my history has been that of network compaigns where the access to items, especially in Pathfinder Society is much more strictly controlled, and the encounters are balanced around that.

I see a lot of posts like Greens on the WOW boards where the Hardcore charopers quote the top end guilds on the planet with slavish nearly mindless adoration... and I see the same kind of optimisation here with cookie-cutter characters in terms of stats, feats, and even item collection. that's not the game I signed up to play.

Games that have items balance around you having them. WoW and other MMOs take this much further and make the game about the acquisition of those items and not so much about using them. If it's not the game you signed up to play, then you should try a game that doesn't have items. Because while no one here is going to go farm just to increase their DPS by 2, they are going to say things like 'You need a stat booster for your primary stat(s), Con, saves, and if you're a martial type you need a good weapon. You also need various utility items like flight.'

And if you want to make your game one in which the access to items is 'strictly controlled' you have to accept the consequences of that is that any item dependent classes become non viable. Which only serves to further reenforce the notion of a 'Caster Edition'.


Rogue Eidolon wrote:


Indeed--I've found the +2 enhancement ioun stones for physical stats to be worth it for this reason. Yes, they cost more than just buying a belt with +2 to all three stats, but the +2 Str, Dex, Con belt is a trap because it makes it take way too long to get +4 and then +6 to Str (since you aren't allowed to have a belt that distributes unequally--for instance +4 Str, +2 Dex, +2 Con).

I pretty quickly just allowed people to build uneven belts, reverse engineering the math is pretty simple and that allows people to upgrade already existing magic items in a piecemeal fashion.

That way they get their +2 str item at the right time, they upgrade it to a +2 str, +2 con in a level or two, and then continue incrementally improving them as resources allow. The result is that they get the necessary boosts and the necessary time without forcing them to eat a ton of equipment slots. It also allows for more regular upgrades of combat effectiveness because they don't have to wait for wealth plateaus.

In can understand why Jason did the combo items like he did (ease of play and more importantly shorter word count) but allowing uneven progression is not even remotely gamebreaking and while it wouldn't fly in Organized Play seems to work fine in home campaigns.


Kirth Gersen wrote:
Gorbacz wrote:

1. With more feats, spending one on Master Craftsman is hardly a problem for Barb/Ranger/Cav.

2. And as for Fighter - what ELSE would you use your skill points for, anyway ?

1. Yes, it is -- because feats don't scale with level the way spells do; you have to purchase chains instead. Warriors need every feat they can lay their hands on just to do their jobs; they can't be spending minimum 2 more on something wizards can do for free.

2. Athletics. Perception. Handle Animal. Bluff if you want to intimidate anyone. Sense Motive if you want to not play the dumbest-seeming guy around. Plus anything you need for character purposes. Also, if the DM makes Knowledge (warfare) or Profession (soldier) or whatever worth anything at all, you want to keep that maxed out as well.

Meh, while I'm not enamored with Master Craftsman as a PC choice (2+ feats to become a pseudo-caster?) you have to admit that some people really want to play the Bruenor Battlehammer archetype of the warrior/smith. Thus they faithfully build Dwarven Fighters with maximum craft.

Master Craftsman allows them to build Wulfgar's hammer. Prior to Master Craftsman that ability really didn't exist for non-casters.

I personally doubt that I'll ever have more than one or two PCs ever take Master Craftsman as the reward for investment isn't really great. However it makes sense as a NPC feat all day long as it helps explain the large number of magical items that really are of no use to casters. If non-magic NPCs are churning out items it's far easier to accept the christmas tree effect for example.


Kirth Gersen wrote:
I'd love to see your efforts as well, if you wouldn't mind sending them

I've sent you the file. They are, unfortunately, not really in the shape where I can feel them worthy of posting on the net.


vuron wrote:
Meh, while I'm not enamored with Master Craftsman as a PC choice (2+ feats to become a pseudo-caster?) you have to admit that some people really want to play the Bruenor Battlehammer archetype of the warrior/smith.

I agree 100% that some people will burden the rest of the party with someone they need to babysit, because his character concept demands it. That's a failure of 3e, and remains a failing of 3.PF. In a better-engineered system, most character concepts should be viable even if they're nonstandard -- but that breaks "backwards compatibility."


FatR wrote:
I've sent you the file. They are, unfortunately, not really in the shape where I can feel them worthy of posting on the net.

Thanks! I look forward to checking them out. If you spot any glaring holes in my stuff, do give me a heads-up; I'm working on Version 2.0 for 2011.


Kirth Gersen wrote:


2. Athletics. Perception. Handle Animal. Bluff if you want to intimidate anyone. Sense Motive if you want to not play the dumbest-seeming guy around. Plus anything you need for character purposes. Also, if the DM makes Knowledge (warfare) or Profession (soldier) or whatever worth anything at all, you want to keep that maxed out as well.

False. You do not need to keep skills maxed. Look at skill DCs, and what they do in game. By the time you have 5 ranks in accrobatics you are better than most olympic athletes. 5 points in a knowledge/profession skill shows that you are an expert in the field. You can split skill ranks up. The system was designed that way. That is why DCs are so trivially low.


Caineach wrote:
False. You do not need to keep skills maxed. Look at skill DCs, and what they do in game. By the time you have 5 ranks in accrobatics you are better than most olympic athletes. 5 points in a knowledge/profession skill shows that you are an expert in the field. You can split skill ranks up. The system was designed that way. That is why DCs are so trivially low.

That might be... but then you're admitting that the skill monkey as a class focus is worthless, which exposes yet another unerlying system issue.


Kirth Gersen wrote:
Thanks! I look forward to checking them out. If you spot any glaring holes in my stuff, do give me a heads-up; I'm working on Version 2.0 for 2011.

I'm sorry for hijacking the thread, but these forums have no PM function, and I got messages about undelivered mail right away. You might try sending me a letter to

Spoiler:
chronic (at) pochta (dot) ru

and I'll send the files to the return address.


Mistah Green wrote:
Caineach wrote:
Mistah, you do realize that a CR+4 encounter should have arround a 50% success rate for the PCs. It is not a standard encounter. PCs, through optimization, can trivialize these encounters, but that is not the standard. The standard is characters who do not optimize and spend 1/4 to 1/2 of their feats and other resources not on combat abilities. This results in characters who are optimized being able to take out significantly more challenging encounters. They are not opperating at the baseline though, and I have seen builds that will perform at 2-3 levels higher because of optimization. What a character can do when optimized and what a player will do in an actual game are 2 totally different things. Classes need to be played on relatively the same power level. They do not need to have the same power level when optimized.

Point 1: It is an encounter you are expected to face. I never said it was standard. 40% of encounters are harder than the norm, norm being level = CR. Not all of those 40 are 4 levels higher, but enough are that you would be hard pressed to go even a single character level without encountering at least one. And that's with the 'fast' advancement. You'll see more otherwise.

Point 2: The standard is characters... who spend 25-50% of their resources on non combat abilities. Since when?

Point 3: Who is doing the optimizing? Optimized casters punch well over their weight class. Optimized melee characters even out into 'average party member'.

Quote:
I am currently playing in a game where all of my feats on my ranger have gone to item crafting. I am still capable of handling encounters at my level. It is more fun, because the GM does not have to go out of his way to find monsters significantly more powerful than me to challenge me. I could play my class more efficiently, but that is not the character I want. So long as challenges are geared towards what the party can handle, it does not matter if they are fighting what the book says they can, 3 times that, or are
...

No it's not. APL +3 is consider an epic encounter. APL +4 is off the chart and leads to dead characters if not TPK. Now high stats, maximum optimization of characters, and/or more wealth than recommended can alter this but if you play a 15 pt build with character aren't optimized with appropriate wealth by level then the APL +4 encounter is killer.


vuron wrote:
Rogue Eidolon wrote:


Indeed--I've found the +2 enhancement ioun stones for physical stats to be worth it for this reason.

I pretty quickly just allowed people to build uneven belts, reverse engineering the math is pretty simple and that allows people to upgrade already existing magic items in a piecemeal fashion.

I have to agree. Restricting the belts to even amounts doesn't make a whole lot of sense.

Also a downside to ioun stones is where they are.. floating around your head. They are extremely vulnerable in quite a few ways.

-James


Kirth Gersen wrote:
Caineach wrote:
False. You do not need to keep skills maxed. Look at skill DCs, and what they do in game. By the time you have 5 ranks in accrobatics you are better than most olympic athletes. 5 points in a knowledge/profession skill shows that you are an expert in the field. You can split skill ranks up. The system was designed that way. That is why DCs are so trivially low.
That might be... but then you're admitting that the skill monkey as a class focus is worthless, which exposes yet another unerlying system issue.

3.x had a fundamental flaw in thinking that skills were a good balancing feature. This really hasn't been fixed in any of the commercial D&D variants that I've seen.

I understand that not every game has the same priorities (some people play combat heavy, skill use light and some people play very combat light social/skill use games) but everyone should be useful outside of combat. Yes in some people's games the fighter is still the leader of men that he was in OD&D and AD&D but in many games he's relegated to big stupid fighter.

Rather than use skills as a balancing factor (you can be good at skills if you take a 20% reduction in combat utility) everyone should have a good baseline of skills and skill points that allows them to be useful in a wide variety of situations.

Further not every skill is equally relevant. While craft is a very useful skill from a simulationist standpoint it's basically a worthless skill from a game balance perspective. Even if it confers some marginal mechanical benefit it's such a passive skill use that it really adds only marginal value to the game. After all the game is not Cobblers & Carpenters.

One solution is to give everyone a certain amount of really broad skills and excise the background skills from the game (this is the strategy they used in 4e to good effect) or you give people x number of active skills (stealth, bluff, athletics, etc) and y number of background skills (knowledges, languages, profession, craft) and never the two shall mix (this was the solution chosen in part by Shadowrun 3e). That way you have people that still have skill points in the expected active skills and also have the skill points to fulfill their character concepts without sacrificing in-game functionality.

I find that a large % of D&D players either go with increased skill points (works to a point but still maintains the divide of useful and useless skills) or the set the DCs low enough that outside of opposed skills (bluff vs sense motive and stealth vs perception) you can get to a decent result with a marginal investment in the skill.

The truth of the matter is that while Paizo did a decent job of cleaning up the skill system, they could've gone much farther in enabling player choice but were likely constrained by the dreaded backwards compatibility goal.

Backwards compatibility is good for improving baseline sales (something that was very much in doubt prior to the release of core) but is also a major straitjacket for designers. If they felt like a more divergent game would've achieved the same market saturation I think they would've gone for that but as in most thinks market demands often trump creative demands :| Fortunately outside of Organized Play the sky is the limit and if you want to homebrew Pathfinder into a new funky flavor I say go for it.


voska66 wrote:
No it's not. APL +3 is consider an epic encounter. APL +4 is off the chart and leads to dead characters if not TPK. Now high stats, maximum optimization of characters, and/or more wealth than recommended can alter this but if you play a 15 pt build with character aren't optimized with appropriate wealth by level then the APL +4 encounter is killer.

So if your party of say... a level 10 fighter, a level 10 rogue, a level 10 wizard, and a level 10 cleric fights a party of level 10s who are fighter, rogue, wizard, and cleric your party is guaranteed to lose? If so that makes my point better than I could.

Now if you simply meant that it's dangerous that's the whole point. Most of the deaths that occur in a campaign are going to occur when fighting your equals, because that's what CR + 4 actually represents.


Mistah Green wrote:
voska66 wrote:
No it's not. APL +3 is consider an epic encounter. APL +4 is off the chart and leads to dead characters if not TPK. Now high stats, maximum optimization of characters, and/or more wealth than recommended can alter this but if you play a 15 pt build with character aren't optimized with appropriate wealth by level then the APL +4 encounter is killer.

So if your party of say... a level 10 fighter, a level 10 rogue, a level 10 wizard, and a level 10 cleric fights a party of level 10s who are fighter, rogue, wizard, and cleric your party is guaranteed to lose? If so that makes my point better than I could.

Now if you simply meant that it's dangerous that's the whole point. Most of the deaths that occur in a campaign are going to occur when fighting your equals, because that's what CR + 4 actually represents.

MG--

I think you're remembering things back from 3.5, when APL +4 was the epic boss encounter. In Pathfinder, they've changed this to APL+3 but made a few modifications that are subtle but important. One of them is the fact that NPCs count as 1 CR lower than their level now, so that party of level 10 NPCs would actually be APL+3. If they were all level 11, it would be APL+4 (and a scary scary fight, since they all outclass the PCs in level and only fall behind in gear).


Rogue Eidolon wrote:
Mistah Green wrote:
voska66 wrote:
No it's not. APL +3 is consider an epic encounter. APL +4 is off the chart and leads to dead characters if not TPK. Now high stats, maximum optimization of characters, and/or more wealth than recommended can alter this but if you play a 15 pt build with character aren't optimized with appropriate wealth by level then the APL +4 encounter is killer.

So if your party of say... a level 10 fighter, a level 10 rogue, a level 10 wizard, and a level 10 cleric fights a party of level 10s who are fighter, rogue, wizard, and cleric your party is guaranteed to lose? If so that makes my point better than I could.

Now if you simply meant that it's dangerous that's the whole point. Most of the deaths that occur in a campaign are going to occur when fighting your equals, because that's what CR + 4 actually represents.

MG--

I think you're remembering things back from 3.5, when APL +4 was the epic boss encounter. In Pathfinder, they've changed this to APL+3 but made a few modifications that are subtle but important. One of them is the fact that NPCs count as 1 CR lower than their level now, so that party of level 10 NPCs would actually be APL+3. If they were all level 11, it would be APL+4 (and a scary scary fight, since they all outclass the PCs in level and only fall behind in gear).

Good point, I'm not sure how they did it 3.5 really as I didn't play much of it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Jason Nelson wrote:

For the opposition, assume the most vanilla of 10th level fighter defensive gear, costing less a total of about 11K (out of 62K WBL, leaving 51K for his stat items, misc nice things, and BFS):

+1 full plate
+1 insight AC Ioun stone
+1 ring of protection
+1 amulet of natural armor

Dex 13, Dodge feat.

No shield (since he's most likely a TH...

I've never heard of a 10th-level fighter only having +1 gear. That seems ridiculous to me. Why on earth isn't he using all of his starting funds to get better gear?

What is the point of posting an example if it isn't at all realistic?

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