What is the worst thing about Pathfinder?


Pathfinder First Edition General Discussion

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James Jacobs wrote:

Sometimes I think that the worst thing about Pathfinder is the behavior on these boards.

[...]

+1

The Exchange RPG Superstar 2010 Top 16

CoDzilla wrote:
Ok. Let's break this down.... Total: 13,820 gold spent on physical defensive items. And the net result of spending 132% of your total wealth solely on physical defense is that your physical defense is good. Well I would certainly hope it is, given that you spent more money than you can possibly have at this point!

Just an aside here, my friend.

You're interpretting "wealth by level" incorrectly. The game uses WBL as a guideline for GMs constructing encounters, not as a hard cap of how much a character, in a real campaign, can own. In most of the campaigns I've played in, it's common-sense for parties to divide up the magic items to whichever member can use them best. That might well mean that, in a party of 4 characters, somebody is using items worth a little more than somebody else.

I don't understand why you don't think that's possible.

Quote:
What do you mean by this?
It's simple really. Say your chance of dying in a fight is 20%. That means your character's half life is 3 fights... 10% chance. Your character's half life is now about 6.5 fights... How about 5%? Your half life is about 1 level on the fast track and proportionally less on slower advancement... In order to get any decent chance of surviving any decent length campaign, you have to get your chance of failure in any given fight to the fractional percentage...

To the meat of your argument, you're implying (a) thet "failure" equals character death, and (b) virtually every fight, every opportunity for experience, is against the same level of threat. I don't expect that every fight holds a 20% chance death, but it would be a pretty dull campaign if there were no such dramatic encounters.

And there's all manner of failures. The heroes take to long getting the antidote back to the king, because the palace guards won't let them in. The delvers make it out of the caverns with their lives, but not much else. The rogue doesn't recognize the magic runes and sets off the trap. None of those have to be deadly.


Gorbacz wrote:
I still don't get what are you all naive people trying to achieve by discussing things with Roy.

Maybe they hope to learn something about how the game works when everyone takes off the kid gloves? I see 3 (or arguably 4) modes of play, with corresponding standards the rules must be held to. If you play at Level I, you can still play at Level I using Level III rules, but the reverse is not true:

(I)

Spoiler:
Most people on these boards play in "storyland" mode, in which character power is irrelevant and death is avoided largely through plot armor. Fights are "cinematic," with the DM freely gimping monsters to make things "fair," and death occurs only if everyone agrees that it would be neato if it did. The underlying math is largely irrelevant to such a game.

(II)

Spoiler:
Personally, I automatically see a lot of the underlying system, so some degree of optimization is unavoidable. Nonetheless, I'm willing to occasionally accept some very minor gimping if it fits the character/story, as long as it's made up for in another area. At this level, it amounts to a gentleman's agreement that everyone cuts their optimizing short at a given point. This is the level at which I personally prefer to play, and the level at which my houserules are written, because I lack the skill or patience to write Level III rules (see below). Rules written at Level I standards are totally inadequate for this sort of game, and are even an impediment to it.

(III)

Spoiler:
Roy is coming from games in which the DM plays the Int 20 monsters as if they actually were geniuses. In other words, they fight to win. Period. PCs are expected to do the same. Sub-optimal choices mostly drop out, and what you have is a game in which most of the fun is in making sure you've covered all your bases and made damn sure you're doing everything right, or you die. Level I and II rules are inadequate to frame this sort of game.

(IV)

Spoiler:
This is like level III, except all "trap" (non-optimal) options have been stripped out as irrelevant, so if you want them, you need to find a different game. The remaining game is then more like chess than D&D, because when you remove all non-optimal options, you're left with a very small set of rules. This is a Frank Trollman game, but almost everyone else seems happier at Level III, regardless of how much system mastery they possess.

Again, a Level I game can be played using any rules set. A Level III game requires rules that are written to a much, much higher standard. The idea is that if the designers actively write the rules to Level III standards, everyone can play. If they write to Level I standards, only Level I players can.

By coming here and pointing out the considerations that go into Level III rules, Roy is actively helping Paizo to potentially triple their audience. I'd thank him for that, rather than berating him for not playing at Level I.

Silver Crusade

Pathfinder Adventure Path Subscriber

Kirth, Roy is talking about "having +50 attack to be viable". That's a language from another planet, and given your time on these boards you know that the vast majortiy of posters here don't talk that language.

The level III play isn't something people are interested in. If they were, they wouldn't even touch PFRPG. And for both you and Roy it's perfectly fine, because it means that you can cement your intellectual superiority over the unwashed masses. Whatever floats your boat.

I won't even touch the topic of his attitude, because you're clearly coming from the group that doesn't really matter if the other person throws feces around as long as you're having an enlightened conversation.


Gorbacz wrote:
The level III play isn't something people are interested in.

They don't need to be. If the game designers create a level III game, you can still play it at level I, and it will still work perfectly well. The reverse, again, is not true.

Gorbacz wrote:
I won't even touch the topic of his attitude, because you're clearly coming from the group that doesn't really matter if the other person throws feces around as long as you're having an enlightened conversation.

I'd prefer that no feces be thrown, but the flip side is that head-in-the-sand is not really cricket, either.


+1 to Gorbacz
I'm glad to discuss gaps and problems of the game, but in a constructive manner.

One cannot discuss of, say, melee if one say that only a built is viable AND only one gamestyle is conceived AND every other option is dismissed as not "less optimal" but completely sucky.

It's the good old power attack thing. You cannot currently oneshot in PF with shocktrooper. This makes the PF Power Attack a nerf.

What can we discuss? What is interested Roy in, among the options of PF?

Silver Crusade

Pathfinder Adventure Path Subscriber
Kirth Gersen wrote:
Gorbacz wrote:
The level III play isn't something people are interested in.
They don't need to be. If the game designers create a level III game, you can still play it at level I, and it will still work perfectly well. The reverse, again, is not true.

Again. The level III game would require such a major move away from 3.5 (overhaul of combat system, to begin with) that it would move beyond the familiar territory of the average level I-II player. At which point you would end up with a game that would bomb within a year, because nobody would play it. Trailblazer and Fantasycraft both took shots at being Level III games and, well, where are they now ? They moved outside of the "safe zone".

Of course one can be a little sad that the quest for a perfect AND sell-able d20 ruleset is doomed to fail but hey, blame 3.0/3.5 for having such a deep impact on the playerbase.


Gorbacz wrote:
Again. The level III game would require such a major move away from 3.5 (overhaul of combat system, to begin with) that it would move beyond the familiar territory of the average level I-II player. At which point you would end up with a game that would bomb within a year, because nobody would play it. Trailblazer and Fantasycraft both took shots at being Level III games and, well, where are they now ? They moved outside of the "safe zone".

Maybe so. I'd think a level II game might be marketable in either direction; it would totally fail to achieve Level III standards, but would be mostly okay for Level I, if only because a lot of the optimization would be transparent instead of devious. But Level I rules are useful only for a level I game.


Aaron Bitman wrote:
Haijing wrote:

I really hate the fact that yet another variant of D&D has a 'fixed' AC, meaning that no matter what your level your defences do not improve. A 1st level fighter wearing plate armour has the same AC as a 20th level fighter, all other things being equal. A defence value which improves by BAB is a simple rule and makes the whole thing much more realistic.

And, yes, I know that this is suppossed to be bundled up with HP, a rule which makes no sense. How does Constitution improve your parry?

I know that it makes no sense. The system was designed to be FUN, not realistic.

Imagine a system where your AC improves but your hp remains the same. One lucky hit (like a natural 20) from a goblin could fell your 20th-level character.

This is why I myself prefer a system that incorporates AC going up based on level, and hp increasing. I imagine it's also why so many on these boards are seeking ways to dump the big six and integrate them into character progression. Forcing those items to not die 'works' but inserting them into leveling is a much more elegant solution.


Gorbacz wrote:

Kirth, Roy is talking about "having +50 attack to be viable". That's a language from another planet, and given your time on these boards you know that the vast majortiy of posters here don't talk that language.

The level III play isn't something people are interested in. If they were, they wouldn't even touch PFRPG. And for both you and Roy it's perfectly fine, because it means that you can cement your intellectual superiority over the unwashed masses. Whatever floats your boat.

I won't even touch the topic of his attitude, because you're clearly coming from the group that doesn't really matter if the other person throws feces around as long as you're having an enlightened conversation.

Gorbacz... think you could tone it down a little man? I understand CoDzilla rubs you the wrong way, but he and Kirth are only trying to discuss the problems with the system.


Kirth wrote:
Levels...

Interesting. I love it when threads like this flirt with relevance.


kyrt-ryder wrote:


This is why I myself prefer a system that incorporates AC going up based on level, and hp increasing. I imagine it's also why so many on these boards are seeking ways to dump the big six and integrate them into character progression. Forcing those items to not die 'works' but inserting them into leveling is a much more elegant solution.

Unearthed Arcana had AC bonuses scaling with level as alternate rules.

It was the defense bonus.

I'm sure you know it, but could be sort of a starting point for AC. You could choose to change which classes get the bonus and the amount of it... you should rework armor training..

but maybe could be useful.


Kaiyanwang wrote:

Unearthed Arcana had AC bonuses scaling with level as alternate rules.

It was the defense bonus.

I'm sure you know it, but could be sort of a starting point for AC. You could choose to change which classes get the bonus and the amount of it... you should rework armor training..

but maybe could be useful.

I agree we used them in a swashbuckling PF rules-based game to good effect our major concern was as it added to touch AC it may have been too potent vs some casters perhaps making half the bonus add to touch AC would be advisable(somewhat clunky to be sure).

Dark Archive

Kirth Gersen wrote:
Roy is coming from games in which the DM plays the Int 20 monsters as if they actually were geniuses. In other words, they fight to win. Period. PCs are expected to do the same. Sub-optimal choices mostly drop out, and what you have is a game in which most of the fun is in making sure you've covered all your bases and made damn sure you're doing everything right, or you die. Level I and II rules are inadequate to frame this sort of game.

Really, and all this time I got the impression that they were playing "player" D&D. D&D ran by players to cater to player needs and angst.

In other words - softball D&D.

1)Don't do anything to piss off the players
2)Any abstractions, judgments and determinations are done at the advantage and benefit of the players- ALWAYS
3)If you don't give us what we want we bail - AKA rollover DM.

Based on the stuff most denners post here about their foes, challenges and threats from their games it plays like entitlement D&D. That plus they figured out how to explode the DC system (like it was some mystery) and don't have the mechanical understanding to do the easy fixes to mend the game. Don't be deceived, there is no rule/system mastery here, just a huge exploit in the DC system plus a few broken spells.

Just a bunch of players hanging around talking about how they broke the game, how intelligent they are with the DM going along and helping at every step - or else.

Besides pointing out the obvious and already well know mechanical flaws of d20 they do nothing to improve the game or discourse here. They hate PFRPG with a rabid fanaticism but fail to see how 3.5 was ridden with these same core issue problems.


Auxmaulous wrote:
D&D ran by players to cater to player needs and angst. In other words - softball D&D.

I fail to see how wizards overshadowing melee, for example, as a side effect of the very structure of the core rules, constitutes either "catering" or "softball." As DM, I've killed off half the original group so far, with more doubtless to come. I've run TPKs galore, when players do stupid things.

All that is a separate issue from whether the core rules are functional.

Dark Archive

Kirth Gersen wrote:
Auxmaulous wrote:
D&D ran by players to cater to player needs and angst. In other words - softball D&D.

I fail to see how wizards overshadowing melee, for example, as a side effect of the very structure of the core rules, constitutes either "catering" or "softball." As DM, I've killed off half the original group so far, with more doubtless to come. I've run TPKs galore, when players do stupid things.

All that is a separate issue from whether the core rules are functional.

It doesn't construe softball DMing. You're right, a mechanically unsound game is its own issue. Trying reading their forums when it comes to gameplay. Its either:

A) We dominated, of course
or
B) DM was a dick/fiat/control ....blah, blah, blah.

Nothing I've seen from any of their postings here or there would indicate that their "DM plays the Int 20 monsters as if they actually were geniuses", nothing.


The problem with 3.x at the optimal levels of play is that for many people it produces an undesirable actual play experience.

For instance the SoD specialist is frequently the optimal caster strategy because it's possible to both boost save DC, spam SoD spells, and effectively bypass high monster HP from a distance and in relative security. In many cases this means that the caster can effectively win an encounter single handedly while expending the minimum number of spells and taking the least amount of party damage.

There are various flaws in the game that enable these sort of tactics including but not limited to bad save vs save DC math, the ability to rest in relative security, and the ability to bypass encounters and alpha strike critical encounters with teleport and scrying.

The 3.x optimal play style for non casters is to turn them into instadeath machines by dumping to hit bonuses + damage multipliers + pounce equivalents + power attack until you could easily one shot virtual anything anywhere close to level equivalent.

The reasoning is that if casters can single turn autowin why can't martial characters?

From a balance perspective that's okay but from an actual play perspective it's pretty bad. The core problem being that for most people binary encounter design (alive or dead) Is a bad style of play. Either encounters are cake or they become initiative races where the first caster to go typically wins.

As this style of play has a high incidence of TPK or a lot of anticlimactic action most people avoid it. Either people play in casual mode (I'd say 90% of games are in this mode) or they acknowledge the flaws and institute a moratorium on unfun play styles.

The core problem is that it's really hard to design a mechanically balanced game that both accommodates optimal and casual play without breaking down at the edges. It's totally impossible when trying to maintain backwards compatibility with a game that intentionally included system mastery as a design goal.

Dark Archive

Nice summation vuron.

I do think the core can be fixed, I just don't think that the fixes would be popular with those who currently game the system.
Like any sort of entitlement or expectation, once its out there it's very hard to roll back. IMO 3.5/PFRPG is salvageable if people are willing to accept the reality of problems and the fixes.

The Exchange RPG Superstar 2010 Top 16

Auxmaulous wrote:
D&D ran by players to cater to player needs and angst. In other words - softball D&D.
Kirth Gersen wrote:
I fail to see how wizards overshadowing melee, for example, as a side effect of the very structure of the core rules, constitutes either "catering" or "softball."

Hi, Kirth. Auxmaulous has already chimed in, but I'll refer you to this essay by Jason Alexander, on the relationship between softball D&D and the wizard's dominance in the game.


Chris Mortika wrote:
Auxmaulous wrote:
D&D ran by players to cater to player needs and angst. In other words - softball D&D.
Kirth Gersen wrote:
I fail to see how wizards overshadowing melee, for example, as a side effect of the very structure of the core rules, constitutes either "catering" or "softball."
Hi, Kirth. Auxmaulous has already chimed in, but I'll refer you to this essay by Jason Alexander, on the relationship between softball D&D and the wizard's dominance in the game.

It's an interesting essay, no doubt about that. I will say though, that I've both GM'd and played in games where one never knew what was coming after you when, and the casters still carried the weight by levels 5-8, depending how many sources were available for the non-casters and how optimized they were.


vuron wrote:

The problem with 3.x at the optimal levels of play is that for many people it produces an undesirable actual play experience.

... much more.

That summation and Kirths ranking of the game is why I slog through the "wizards vs." type threads. I like the exposure to different game styles. I just wish folks would learn to accept that their chosen level of optimization isn't the "Best", "Truest", or "Most Advanced" or whatever, and just realize it is different. You should also realize that your GM could adjust the world to provide the proper level of challenge, we don't need to rewrite the whole rules set.


LazarX wrote:
LilithsThrall wrote:

It doesn't really fall into the category of things I hate about Pathfinder, but one thing I'd like to see is epic spells.

By this, I -don't- mean spells above 20th level.

I mean spells like the kinds you read about in fantasy stories where hundreds of people are gyrating in drug-enduced ecstasy in front of a giant pyramid where a sorcerer is getting ready to commit human sacrifice to
either
a.) Cause a nation-wide eclipse of the sun which will cause undead to come out all over the place
b.) keep the celestial dragon from swallowing the sun.
c.) summon up the Tarasque
d.) something else suitably sword and sorcery-esque

You don't write rules to bring that stuff into the game, you write Adventure Paths... like Second Darkness. The tools for writing that stuff are already provided for you. You don't have to create an "official" epic spell to do any of those things. those are creations of plot, not rules.

If you treat them that way, then you prevent the PC from ever being able to do it - except as a Deus Ex Machina. I don't think that's a good thing.

I like to give PCs options.


Chris Mortika wrote:
Hi, Kirth. Auxmaulous has already chimed in, but I'll refer you to this essay by Jason Alexander, on the relationship between softball D&D and the wizard's dominance in the game.

Man.

I'll sum up the essay: "Wizards don't start to run the table in my games until around 15th level, and other people say they often can earlier, so it must be because none of those DMs are using wandering monsters or otherwise are giving the players complete control over when they can rest."

With all respect, I hope Mr. Alexander doesn't need to make his living in a field that requires him to be good at logic.


Dire Mongoose wrote:
Chris Mortika wrote:
Hi, Kirth. Auxmaulous has already chimed in, but I'll refer you to this essay by Jason Alexander, on the relationship between softball D&D and the wizard's dominance in the game.

Man.

I'll sum up the essay: "Wizards don't start to run the table in my games until around 15th level, and other people say they often can earlier, so it must be because none of those DMs are using wandering monsters or otherwise are giving the players complete control over when they can rest."

With all respect, I hope Mr. Alexander doesn't need to make his living in a field that requires him to be good at logic.

Guys, please try to keep this friendly. I don't want this thread to get locked.


While I think Jason's essay has some merit I think he doesn't really understand the real depth of the problem and why wandering monsters alone won't really help.

In 3.x (unlike previous editions) the arcane caster specifically has a variety of spells that enable him to not only control the pace of encounters but also the timing and sequence of encounters. While these spells were somewhat in place in previous editions they weren't quite as reliable as they are in 3.x.

Pace of Encounters-The safe camping spells are a big factor in enabling caster dominance. If the caster can generate a rope trick and rest with relative ease then the caster is enabled to a large degree.

Personally I think reliable camping comes too early in the game. In previous editions the rope trick was a short term refuge for healing up, in 3.x it's a camp/secure base of operations.

Timing of Encounters- Divinations have always been problematic in the game but the current rule set enables the caster to effectively scout out his targets, prepare the best buffs and offensive spells.

Effective counters to PC divination generally require DM fiat or an opposition spell caster. Honestly this is one of the bigger problem areas in the game for a variety of reasons (it nukes various plots like mysteries) but is one that I have a hard time figure out how to nerf effectively.

Sequence of Encounters- Teleportation and other bypass encounter spells enable the caster to avoid wasting spells on filler encounters and focus on the high reward elite encounters.

Teleportation is a cool effect and one that should be included in the game if only because it's useful for bypassing long journeys.

Collectively the major spell categories listed above go a long way towards enabling SoS/SoD casters. If a caster can reliably bypass the HP track and be safe a secure while doing so and he can avoid blowing his daily allotment on useless encounters then he can hit above his weight class every encounter unless heavy metagaming is incorporated.

Individually the elements that make optimized selfish caster play so dominant aren't that impressive it's that in conjunction with all the other elements that enable it that casters get ratcheted up in power.

Of course this isn't a problem in every campaign, most have a social contract or players that are more casual in focus. It doesn't really stop that by RAW the caster can engage in a variety of behaviors that really accentuate their strengths while minimizing their weaknesses.

Liberty's Edge

Dire Mongoose wrote:


Nope. Most of those feats require a minimum number of levels of fighter which is greater than one.

My mistake yet if someone taking another class wanted to spend levels on getting those feats it still can be done. A waste imo yet it is doable.


I really like the Pathfinder RPG and am happy that it chose to continue the tradition of 3.5E yet also tweaked it for additional freshness. I am also very happy about the interaction of Paizo staff with the fans on these boards, which is nothing short of spectacular.

Within the constraints of compatibility with 3.5E, which I think was and remains very important, the Pathfinder RPG ruleset is a great success in my eyes. Yes, I do have quibbles here and there, such as some of the power boosts (e.g. raising minimum HD from d4 to d6) just to use one example, but they are generally not a huge issue, as I simply ignore them. I run a hybrid of 3.5E and Pathfinder RPG with a very heavy dose of house rules. The house rules are generally there to customize the game to my playstyle and desired mechanical flavor, rather than because I think the game is 'broken' somehow.

There is something I am worried about, however, and that is the direction of many of the complaints.

One thing I would fear from any new edition of Pathfinder would be excessive simplification of the game and the removal of simulationist notions in favor of gamist conceits. While it is a game, I tend towards simulationist (and to some extent also narrativist) playstyles. I am fine with accepting traditional D&D conceits that conflict with these (yay for traditionalism!), but am much more loath to accept non-traditional concepts that conflict with this (e.g. explicit per encounter effects are a big no, no for me - I much prefer when rules refer to defined units of time, such as seconds, or minutes [or even rounds, which have a defined time]).

Also, while I recognize that there are some balance issues for many playstyles among the varios classes and especially between spellcasters and non-spellcasters, I am worried that an attempt to 'correct' these problems would be at the expense of feature diversity of classes or mechanics flavor. At my table, most of these balance issues are simply not egregious enough to justify that. Sure a wizard can cast fly and a cleric can windwalk, so where does that leave the fighter? Well, if the party is going to fly somewhere, wizard is going to cast fly on the fighter too and have fewer spells for other things. At least that's the way it works at my table. I understand that others may have different playstyles, but I am just expressing my preference here and it is: leave it be.

I would hate to see the removal of various interesting spell effects from the game for the sake of balance or to make the game more managable for the GM (which is almost always myself at my table ;) ). Don't get me wrong, I do think a much better balance between casters and non-casters could be achieved without removing these effects and certainly have ideas on how to do so. I haven't implemented them, because the pay-off for me does not correspond to the workload I would need to put into it, considering that these balance issues are not very big issues for us. I fear, however, that if official rules went about trying to 'balance' this, they would choose the route of class homogenization and magical effect removal as we have witnessed in another game that seems to set the tone for other RPGs to trend towards too.

I guess I want to say that I am generally happy about Pathfinder RPG rules and am actually much more apprehensive about the potential changes to the game that could happen in any new edition. It's not that I completely dislike change, but I am not partial to the direction of change (e.g. simplification at the expense of simulationism, 'balance' at the expense of mechanical flavor and mechanical diversity) that seems to be the trend these days.


memorax wrote:
Dire Mongoose wrote:


Nope. Most of those feats require a minimum number of levels of fighter which is greater than one.
My mistake yet if someone taking another class wanted to spend levels on getting those feats it still can be done. A waste imo yet it is doable.

I disagree; if your build includes 8 or 12 levels of fighter, what you are is a fighter with levels of something else, not something else with levels of fighter.

Liberty's Edge

The next edition of PF imo stands a good chance of being somewhat different. If they just release a 2E with little or no changes why would I buy an edition of a game that does not differ from the previous one. It would be a huge waste of money. It's all good to say "don't change anything" yet unlike what happened with the current version you will probably not have the right set of cirucmstances. With 4E you had many fans who disliked it or did not want to buy another edition. It made sense to maintain backwards compability.

A new edition does not have that to fall back on. PF has already received criticism for not changing enough. If your not going to implement major changes then what will be your selling point. It cannot be backwards compability it has been done and for me a new edition needs more.

If a new edition ever does get released I think some on this board will be surprised and probably unhappy at how different it is. It makes no sense to waste time and money and resources on a an edition that does nto change anything.

That bein said i do not understand why simplfying th game is a bad thing. It can be done without it being too simple. Posters need to stop thinking in terms of "well it works for me it must work for everyone else". What works for you does not for everyone else and the length of this thread imo shows that their is enough things that may need to be changed.

Liberty's Edge

Dire Mongoose wrote:


I disagree; if your build includes 8 or 12 levels of fighter, what you are is a fighter with levels of something else, not something else with levels of fighter.

I am not saying they would take every feat. Th ability to do so for other classes kind of oversahdows the fighter imo.


vuron wrote:

While I think Jason's essay has some merit I think he doesn't really understand the real depth of the problem and why wandering monsters alone won't really help.

Thanks for a detailed rebuttal that's also much more polite than my analysis.

Basically, it's a complicated problem and I think it's arrogant on the author's part, to say the least, to assume that things work in his game because he's doing everything right and they don't work in the games of others because they're bad DMs.

Liberty's Edge

Dire Mongoose wrote:


Basically, it's a complicated problem and I think it's arrogant on the author's part, to say the least, to assume that things work in his game because he's doing everything right and they don't work in the games of others because they're bad DMs.

Agreed. What works for one person game may not work for someon else. It's als o a solution that is bound to annoy players after awhile since imo they would get tired of the endles mosnter attacks.

Dark Archive

Well on the issues of encounters per day there are issues - and player expectations. Encounters at CR are supposed to use up X% or your resources, so the assumption was that the DM would cap encounters for the day so as to not break this design consideration. This goes along with the 13.3 encounters to level up in 3.5. Again, handing a tremendous amount of power of the game from the DM to the PCs. The point of the game is to have fun and be challenged, I don't think planning your day around 5 potential encounters was part of the philosophy which made the game popular.

In older editions there was no player control or expectations as to frequency, or even toughness in some cases (see wilderness encounter tables 1st/2nd ed). Encounters which could challenge a very high level party (Huge Ancient Red Dragon out for a relaxing flight) could happen at any time (DM discretion if he is going to be a slave to the tables). If anything these factors helped to keep resource management in place since you didn't know what could potentially happen. Less Novas

On the issue of other problems I have to go back to the reward without risk paradigm which permeates 3.5 (and thus PFRPG). In older editions there was always a chance of Teleporting low (instant death), and even with the 7th level Teleport Without Error - still a chance of death. No its just potential damage, a huge difference.
Once you start to remove some of the risk associated with the power inherent to spellcasting then yes, you are going to see a tremendous amount of control and manipulation.

I don't think it's just the death of wandering monsters, it's the easing of spell casting: no aging, no attribute loss, no chance of death - all gone. That plus SoD/DC manipulation, easily inflated stats and you get to where we are at today. Not a problem for casual play but at its core a mechanically unsound system.

Not trying to get anyone to flame me I'm just posting my observations.

Edit: And I'm not saying that DMs who do not use wandering monsters are doing it wrong. 3.5 placed very little emphasis on wandering monsters in the wilderness or dungeon (only to pad XP to get the PC to the next level). If anything 3.5 was a move away wandering/random encounters so it wasn't conveyed that these encounters could have multiple values additions to the game overall. The value in holding resources back, in planning, in not falling into a controlled routine.
Anyway

The Exchange RPG Superstar 2010 Top 16

vuron wrote:

While I think Jason's essay has some merit I think he doesn't really understand the real depth of the problem and why wandering monsters alone won't really help....

Pace of Encounters-The safe camping spells are a big factor in enabling caster dominance. If the caster can generate a rope trick and rest with relative ease then the caster is enabled to a large degree. Personally I think reliable camping comes too early in the game. In previous editions the rope trick was a short term refuge for healing up, in 3.x it's a camp/secure base of operations..

When Jason was asked about that, he replied that rope trick loses a lot of its effectiveness once the party gets a handy haversack or bag of holding.


Chris Mortika wrote:


When Jason was asked about that, he replied that rope trick loses a lot of its effectiveness once the party gets a handy haversack or bag of holding.

I'm not sure I 100% follow that logic.

Bags and Haversacks inside of a extradimensional space merely become inert. It's not like you get a rift unless you nest a bag and portable hole.

Basically you just need to get anything critical out prior to getting in the rope trick, or you need to have someone descend get item and ascend again.

Other than being vulnerable during the climb down the rope periods I'm not sure what sort of a limitation that is supposed to create. 2e rope trick had the dangerous to nest extradimensional spaces fluff but it wasn't really spelled out. 3.x has pretty much abandoned that.

Honestly it would be simple to just bring rope trick back down to it's 2e duration. 20 minutes per level was it's old duration as opposed to 1 hour per level. Even with extend spell it really wouldn't become viable for camping until much later on.


Chris Mortika wrote:


You're interpretting "wealth by level" incorrectly. The game uses WBL as a guideline for GMs constructing encounters, not as a hard cap of how much a character, in a real campaign, can own. In most of the campaigns I've played in, it's common-sense for parties to divide up the magic items to whichever member can use them best. That might well mean that, in a party of 4 characters, somebody is using items worth a little more than somebody else.

I agree with Chris Mortika. WBL is not a hard cap of how much a character, in a real campaign, can own.

I have NEVER seen a character own anything close to what it should have according to WBL.


Sure, the next edition of PFRPG is going to be different - I don't think anybody disputes that. What I am saying is that I am apprehensive about the potential direction of those changes. Sure, if I were designing a new edition of PFRPG for myself (obviously if I were designing it for the market, I would make decisions appropriate to that), I would make extensive changes, but they would probably be very different from the changes that are the trend these days. Heck, I would even (mostly [perfect balance is unachievable without making the classes the same]) balance the casters and non-casters, but the way I would do it would probably not appeal to a large number of people. Unfortuntately, I am not on the design team, so I fear that the new PFRPG edition would instead follow the prevalent trends in gaming these days.

As to simplification, I don't oppose it per se, but it generally happens at this expense of something else. Lately, the most likely casualty has been simulationism. So I have no problem with replacing THAC0 with a system of bonuses to hit and a positively increasing AC, as 3E has done - that is simply a logical, more intuitive and nothing at all is lost in the change. I would take much more issue with somebody deciding that say 'encumberance is unfun' and therefore simplifying the system. It is true that tracking the weight of every feather one carries can be annoying and usually of little practical benefit. Rather than abandoning the system, the preferred solution for me is simply not to track it all the time. I have my players track it at character creation, or if I feel they are trying to abuse the system by carrying too much, or if they are going on an expedition somewhere. The point is that the system is there for me to use and I can ignore it when I feel it gets in the way of the game, but it is there for me to use when I need it. Well, that's just an example, but there it is anyway.

To conclude this, I guess I hope a new edition of PFRPG does not arrive for a very long time...
(and by the time it does arrive, the direction of RPG trends will change towards my preference)


memorax wrote:
True yet while I think the aPG is a good book some may not want to buy another book just to improve the fighter.

That is a little unfair then, they cant go back and change the original fighter in the core.

memorax wrote:


Never said I did not want to play a fighter that is good at fighting. Just to give him more than just "I pick a target, swing and hit, rinse and repeat". Sure you have some combat manuevers yet imo not relly worth doing. While the APG does help your kind of screwed if you play with a DM that allows only the core. The assumption being that the aPG will always be allowed and sometimes that is just not the case.

you should take a look at the feats more closely then. Dazzling display, deadly stoke, scorpion style, critical feats, and so on and so forth add for very nice flavorful options.

memorax wrote:


The fighter does it a little better yet all it takes is naother class to take one level of fighter and they can take them. Sure is it a wasted level yes but it can be done same thing with the weapon feats. For a fighter who multiclasses to get a decent benefit of another class neeeds to tkae more than one level.

this is not true at all. Weapon training and armor training get better as you level, like all class abilities.

Also the fighter feats are not takeable at level 1, they require many levels in fighter, almost all are above fourth level with weapon specilization. You dont even get weapon training or armor training at level 1...

Please go back and brush up before you claim stuff like the prior, it just causes arguements, me included (Which I try to avoid). I just made one today as a BBEG and I am worried he is going to ROCK my PCs... I am not trying to be rude but I have not met one person that thinks they are replaceable because they dont get something like talents until you stated it.

Your DM might not allow the APG.. and that is fine I suppose but to be honest I think he is making a drastic mistake in not allowing arguably some of the best material I have ever seen for a d20 system of DnD ever..

PO ^


I leave for one day and this forum becomes troll city again...

Post NEW IDEAS.

We have beaten almost everything I read to death.

This was starting to transgress into the realm of awesome by promoting interesting new gaming advancements that Paizo could either consider for the future or release an Unearthed Arcana like book on.

instead I see disrespectful behavior and a certain troll with four personalities stirring trouble again.

time to get the alchemists fire and my acid flasks I guess...

Ryder did you bail too?

Liberty's Edge

Midnightoker wrote:


That is a little unfair then, they cant go back and change the original fighter in the core.

I never said they should. Stop putting words in my mouth. I did mention previously release a varaint Fighter possibly in a another book in the future.

Midnightoker wrote:


you should take a look at the feats more closely then. Dazzling display, deadly stoke, scorpion style, critical feats, and so on and so forth add for very nice flavorful options.

I know all about the feats. And yes while they add flavor it still requires you to take them. Unlike other classes who get abilites that do not require you to take feats. This is my point. It's not so much that the feats they receive lack flavor or are not good. That they have to take them. None of the other classes are required to do this on the level imo that the Fighter needs to.

Midnightoker wrote:


this is not true at all. Weapon training and armor training get better as you level, like all class abilities.

I never said they did. I do not know where you get this. All I said is that even though a Fighter gets more feats a player willing to waste enough levels can do the same with another class. It never happens imo because it would be a waste to mix and match a class like this. Better to play a Fighter intstead.

Midnightoker wrote:


Also the fighter feats are not takeable at level 1, they require many levels in fighter, almost all are above fourth level with weapon specilization. You dont even get weapon training or armor training at level 1...

Yes I know thank you very much. Once again if say a player who is playing a Rogue wants to give up enough rogue levels and multiclass into a Fighter he can take them. And like I said it would be a waste to do so except it can be done. The character would be niether an effective Fighter or Rogue better to play one or the other as the system itself does not imo really reward you for doing so

Midnightoker wrote:


Please go back and brush up before you claim stuff like the prior, it just causes arguements, me included (Which I try to avoid). I just made one today as a BBEG and I am worried he is going to ROCK my PCs... I am not trying to be rude but I have not met one person that thinks they are replaceable because they dont get something like talents until you stated it.

Posters need to stop acting as if it works for them it must work for everyone else. Or if their group has no problems with the rules than their are no problems. I did brush on my stuff as you claim. All your telling me is stuff I know. While your ignoring that a player if he wanted to could do the above. Is it a waste of a character yet it can be done. One of the main problems many posters seem to have here on this forum and elsewhere is that they feel fighters become overhsadowed by spellcasters. And I see no difference with that in PF. And once

And no offence you are being rude your telling the creator of this thread what he or she should post for the simple reason you disagree with him. This is a thread titled what is the worst about Pathfinder. I posted what I think it is and your telling me I should not because it bothers you. What kind of logic is that. Besides yourself no one is really disputing what I posted


Mandor wrote:
Barkskin gives +2 Nat Armor for 50 minutes at level 5. It's a VERY common buff spell for the tank. So that's only 5,820gp.

Ok. You should have said that before but fine. 55% of total wealth. On one thing. He damn well better be good at that one thing. If anything attacks his touch AC of 13, he can do nothing about it. If anything attacks his decent, but not great saves his AC will not help him.

Quote:
Um, different tactics? And often the terrain doesn't allow monsters to bypass the tank.

So he could conveniently place himself in the right five foot square to attack anyone else?

Ok. A Troll sees some tin can it can't hit, and a couple of people behind it. It runs away, and gets the attention of the other Trolls.

If you don't pursue, the whole tribe comes down on your head eventually. If you do, you get attacked from multiple sides. The doorstop Paladin can only block one door at a time.

But of course if you don't apply rudimentary tactics to the encounter it's easy to think a not all that impressive AC is actually useful.

Quote:
Early on, it's possible to replace a character and continue the campaign. Eventually, it becomes possible to raise the dead. So how is the war lost?

Because you are level 5, and the entire party has died at least once, leaving no member of the original party alive.

Because you are dying at least as fast as you are gaining levels, meaning you're going nowhere fast.

The occasional death could be ignored in this way, but given that there are 107/213/320 fights just to get from level 1 to level 9 if you aren't in the fractional percentage levels of failure you will be dying far more than occasionally. After all, fast track with a 1% chance to die each fight means there's only about a 1:3 chance you're still alive at level 9 in a 1-9 campaign. Now apply that to the party. If you aren't the only original member left alive, someone else is. Fractional percentage levels.

Chris Mortika wrote:

You're interpretting "wealth by level" incorrectly. The game uses WBL as a guideline for GMs constructing encounters, not as a hard cap of how much a character, in a real campaign, can own. In most of the campaigns I've played in, it's common-sense for parties to divide up the magic items to whichever member can use them best. That might well mean that, in a party of 4 characters, somebody is using items worth a little more than somebody else.

I don't understand why you don't think that's possible.

1: Don't be like that guy who insisted Rogues are fine because they have tens of thousands of gold worth of magic items at level 4. The rules exist for a reason.

2: If the Fighter has to double dip on loot to get enough gear, that is just as indicative of a problem as it is when he only gets his fair share and it's not enough.

Quote:
To the meat of your argument, you're implying (a) thet "failure" equals character death, and (b) virtually every fight, every opportunity for experience, is against the same level of threat. I don't expect that every fight holds a 20% chance death, but it would be a pretty dull campaign if there were no such dramatic encounters.

I'm assuming best case scenarios. All of the alternatives that matter are worse than simply dying.

Likewise on the probabilities. Obviously the chance of dying in the hard fights is going to be considerably higher than in the normal ones. But if you can't even get through the normal ones without going down all the time, you have no chance against the hard ones. The fractional percentage thing only applies to normal fights though.


CoDzilla wrote:


Ok. A Troll sees some tin can it can't hit, and a couple of people behind it. It runs away, and gets the attention of the other Trolls.

O_o how do you know that PCs are not prepared for this? Control spells, silence, trip, standstill, walls, stun.. all these things can manage it.

You assume a lot of things.


Kirth Gersen wrote:
Gorbacz wrote:
I still don't get what are you all naive people trying to achieve by discussing things with Roy.

Maybe they hope to learn something about how the game works when everyone takes off the kid gloves? I see 3 (or arguably 4) modes of play, with corresponding standards the rules must be held to. If you play at Level I, you can still play at Level I using Level III rules, but the reverse is not true:

(I) ** spoiler omitted **

(II) ** spoiler omitted **

(III) ** spoiler omitted **

(IV) ** spoiler omitted **...

I have put several people on ignore already for referring to me by a different name with the goal of antagonizing and harassing me. You're making good points here, so I will ignore it this time but if you should continue to refer to me as something other than my user name, or my real name (which is Steven, for what it's worth) you will be joining them.

Despite them being good points, they are a bit of a strawman.

Anything below III is being described as 'intelligent enemies are not intelligent'. III is being described as 'the whole point is the battle of wits'. I don't think that's what you actually meant to say.

Yes, III does involve a great deal of battle of wits. It's not the whole point. But it is kind of necessary, because if you cannot deal with intelligent enemies who act intelligently your characters die. And that gets in the way of doing anything at all. Put more simply, not dying to intelligent enemies played intelligently isn't the whole point of the game, but it is a prerequisite to play the game. You cannot roleplay if you are dead.

I'm also unconvinced that this is somehow some higher level of play. Aren't smart creatures supposed to be smart?

A more accurate set of descriptors would look like this:

I: What you said. Has more in common with freeform than D&D, and largely defeats the point of spending money on rules at all since you are not using them but it is there.

II: Intelligent enemies are played intelligently. Intelligent PCs are too. Martial characters are likely to be moderately optimized to keep up, but other than that no real optimization is taking place. Just practical knowledge and tactics.

III: Like II, except optimization is involved. Expect to see things like monsters with different feat load outs, enemies from a wide array of material, many of which will ruthlessly exploit character weaknesses (Ego Whip vs low Cha, for example). Expect the PCs to run into APL + 4 encounters, decide them in the first two actions, and then the rest is just cleanup. Expect the party to work together very well both mechanically and tactically, and for them to take anything reasonable the DM throws at them and defeat it.

IV: You almost described it accurately, except that there's a difference between something merely being suboptimal and not being playable at all. The difference is one of scope - suboptimal means a bit below par, and not playable means a great deal below par. After all, it's possible to make DMs cry with a pure classed Bard, but weaker classes can't be saved so easily, or at all.

And what you describe as level I rules indicates a serious problem... as a level I game is essentially freeform. Which means you're banking on people not knowing that they don't need any rules at all for what they want to do and buying something they do not need. Not smart business. You are right though that if the game can stand up to practical play (II) or stress testing (III) then it can also withstand lesser vigors.

kyrt-ryder wrote:
Gorbacz wrote:

Kirth, Roy is talking about "having +50 attack to be viable". That's a language from another planet, and given your time on these boards you know that the vast majortiy of posters here don't talk that language.

The level III play isn't something people are interested in. If they were, they wouldn't even touch PFRPG. And for both you and Roy it's perfectly fine, because it means that you can cement your intellectual superiority over the unwashed masses. Whatever floats your boat.

I won't even touch the topic of his attitude, because you're clearly coming from the group that doesn't really matter if the other person throws feces around as long as you're having an enlightened conversation.

Gorbacz... think you could tone it down a little man? I understand CoDzilla rubs you the wrong way, but he and Kirth are only trying to discuss the problems with the system.

I put him on ignore very early when he revealed himself as someone who antagonizes and bullies new community members.

But since you quoted him...

Having +50 to attack is called playing high level D&D. If that is another language to you that's fine... it just means you aren't ready for high level D&D. But when you do get there it's necessary. There are many reasons for this, starting with the fact that your last attack in the round - the lion's share of the benefit for being a full BAB class is at -15. Almost an entire D20. In order for full BAB to amount to anything, and for your character to be viable you need to be able to reliably hit with that last attack. A +35 to hit on that last attack will do it. That means you have +50 to attack on your first hit. Even then it only holds up vs unbuffed opponents - any high level foe can, for minimal resources except time buff themselves with Mage Armor, Shield, Barkskin, and Shield of Faith to get 18 AC on the cheap after all. And the time cost is mitigated by teleporting away if forced to fight before its ready. Which means the enemy goes from having about 40 AC to having about 60. Suddenly, even that primary attack isn't looking so good. And this is the effective martial character. Shut down by a handful of level 1 and 2 spells. Someone who doesn't have +50 to hit? They're missing constantly vs non buffed foes and hoping for a 20 once they use a small portion of their resources to buff up. This is PF core only too.

PF Dispels got nerfed, so don't expect casters to be carrying them. And since it's far less efficient for high level enemies to buff themselves against spells (or not really possible at all, in PF core only) the casters are better off ignoring you and dealing with the fight themselves. That is what teamwork demands.


Poison DCs that just keep getting higher...

Liberty's Edge

While I would also like to see new ideas in this thread I created it for the sole purpose for posters to post what they do not like or needs fixing in Pathfinder. Both old and new topics. If you only want new topics I ask that you start another thread.


memorax wrote:
While I would also like to see new ideas in this thread I created it for the sole purpose for posters to post what they do not like or needs fixing in Pathfinder. Both old and new topics. If you only want new topics I ask that you start another thread.

:( I did not mean to offend you.

I guess I just have difficult time understanding where you are coming from on the fighter position is all, afterall how could I suggest ways to fix it if I dont think it needs fixing :)

but I digress.

I was only stating that some of the things, like the monk comments, have been discussed here to the point where they are near dead because suggestions to fix have already been suggested and such and that the monk stuff should go on the thread for monks (there was a reason a whole forum was adjucated to it)

With that said though this is your thread and I will respect your guidelines. Just trying to cut down on chatter about certain things, not my place I suppose.

I found a post JJ put on the attacking and moving thread about Vital Strike eventually being free and that iterative attacks would go away entirely!

Blew my mind and I dont disagree really at all, could help meleers significantly.

What would people suggest for attacking multiple targets along a path though? if that were to happen.

I could see a fighter hacking through some goblins at a full speed run to the BBEG I guess


Midnightoker wrote:


Ryder did you bail too?

Nope, just got involved in other threads, and busy working on my homebrew and trying to figure out a cleric build for a PbP I've got coming up.

I'll catch up on this thread and bust out a reply once I've read it.


kyrt-ryder wrote:
Midnightoker wrote:


Ryder did you bail too?

Nope, just got involved in other threads, and busy working on my homebrew and trying to figure out a cleric build for a PbP I've got coming up.

I'll catch up on this thread and bust out a reply once I've read it.

hmmm i hope to hear of it sometime. dually noted.

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