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Pathfinder First Edition General Discussion

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Kaiyanwang wrote:
kyrt-ryder wrote:


Peter? What stories in the game can you play now, with imbalanced class discrepancies, that you couldn't tell in a more balanced game by having imbalanced levels instead?

Maybe not everybody feel differences between classes so dire. Maybe people are inspired by these differences. Maybe some people does not care if one party member swings a sword and another one casts spells.

Maybe their GM manages to challenge them equally and to emphasize their differences as inspiring diversities.

Moreover, remember that some "imbalanced" things like clone or simulacrum can be great plot hooks. I choose this system for these things too. For the other gamestyle.. dunno. Maybe several people should try 4th edition.

I agree there's a lot of potential in the system as it is Kaiyanwang, and I didn't mean to say it was unplayable, or even that the imbalances I mentioned are revealed in every campaign.

When he said certain plots, I was thinking of things like the classical 'magic dominates and non-mages struggle against all odds to triumph' type setup, in which case a better balanced system could do the same way with simply a level gap (and could easily invert the plot to have mages struggling against a warlord or something like that.)


kyrt-ryder wrote:


I agree there's a lot of potential in the system as it is Kaiyanwang, and I didn't mean to say it was unplayable, or even that the imbalances I mentioned are revealed in every campaign.

When he said certain plots, I was thinking of things like the classical 'magic dominates and non-mages struggle against all odds to triumph' type setup, in which case a better balanced system could do the same way with simply a level gap (and could easily invert the plot to have mages struggling against a warlord or something like that.)

Uh, I see your point. I generally set the gameworld in factions. there is not wizards vs warlord.. there is [cheesy nation name] vs [cheesy faction name].. each has his caster and meleers and roguish character and they play more or less like a party of PCs.

I'm sure even a thief guild has his sorcerer assassin, and crossbow fighter sniper. A druidic circle has rangers and few barbarians too. A paladin chapter will feature a cleric chaplain. A wizard guild can summon brutes, but few buff-sponge monks could be cool if a situation with odd magic arises. inquisition will feature Clerics, Inquisitors, Assassins (rogue). Lord Kubota (Cavalier) has his Shugenjas (Elemental Wizards), Ninjas (Rogues), Bushi (Fighters). His allied temple of Monks has Sohei too (Paladins).

Moreover, I re-state it: "optimizers" DMs here are IMHO great carebears with their casters. I wonder if spells effects are adjudicated in a very favorale manner. i wonder how much hit and run tactics are used.

Smart enemies in the short term COULD favor casters, ubt I'm not sure on the long term how can go if you manage to make them waste spells, or to use them as counter-measures for other spellcaster.

Magic can fail you. What about impeded and wild magic?

YMMV of course. For me, it works and is awesome.

(this does not mean I wouldn't change several things if I had the power - I simply don't see differences and problems as big as some people show them here).


Yeah, I tend to favor that sort of diverse organizations set-up as well. It seems much more organic and consistent rather than just slapping a class as an organization (such as the fabled non-cleric priest debate.)


bards, (in particular Arcane Duelists) are nice. They make everybody better at what they do while bringing a bit of hurt to the table themselves.

Given the 'gun to your head' scenario you need to cover everything in spades. Healing, BC, melee ranged and utility. Traps are annoying but the effects of most can be spelled away after.

So how about a party of 2 Casters and 2 hybrids.

Wiz (Diviner, B/C, Utility)
Cleric (Backup melee, Condition removal)
Arcane Duelist (Buffer, Backup Melee, Wiz Killer)
and
Either Paladin (mercy condition removal, switch hitter, smiter)
or Ranger (Spamming Instant Enemy, Either TWF or Switch hitter)
or
Inquisitor (hits as hard, better casting/healing)

Cheers.


CoDzilla wrote:
This gets the point across, in detail in one sentence. Brevity is beauty, at times. Times like where long and detailed posts are removed without warning or cause.

It's also rude, offensive and without justification,which is why your posts get removed in the first place. Brevity is only beauty when you can also make it politely, otherwise it just comes across as "F*** off" and that's pretty ugly.

CoDzilla wrote:
Now in 1st and 2nd edition? Fireball was one of the best spells in the game. I always went for it ASAP and encouraged others to do the same. Aside from legacy though, there's little point even having it in the game in its current state.

Yes, I too recall the TPKs inflicted when the wizard thoughtlessly released a fireball in a confined space ... after taking it every time to begin with, it soon became the most unused spell in the spell lists. Just goes to show that all play-styles are not the same and experiences do differ!


kyrt-ryder wrote:

Peter? What stories in the game can you play now, with imbalanced class discrepancies, that you couldn't tell in a more balanced game by having imbalanced levels instead?

Heck, in such a setting you'd actually have more options for those kinds of stories, because you could flip the coin on it's head and have the noncaster be the experienced hero and the caster be the rookie who can barely keep up.

Perhaps I phrased this poorly.

The large thing that jumps out at me here isn't that I want a game that is at times slightly imbalanced, but rather that as past examples have shown (e.g. 4th Edition) when you attempt to remove anything potentially unbalancing you end up with a game lacking many icons of the game. I'd rather have a game that has the potential for imbalance and a ton of possible options than one with a more severe focus on balance.


Kaiyanwang wrote:

Smart enemies in the short term COULD favor casters, but I'm not sure on the long term how can go if you manage to make them waste spells, or to use them as counter-measures for other spellcaster.

I'm always amused when people talk about how scry and die is broken and such, and how they can use it to wipe out any bad guy, without taking into account that the bad guy could do the exact same thing. I wonder if, in his super hard mode, Cod often has scrying + dying enemy casters porting in to jump his group while resting, after expending most/all of their spells?


Peter Stewart wrote:
CoD, I really hope for everyones sake that you're attempting to be hyperbolic in your comments here, and are not completely serious.

I am being completely serious. Unfortunately many of those responding are being hyperbolic about it, and/or are deliberately misreading my posts. Like you for example.

Quote:
I tend to optimize in most games, even used to frequent the Char Op boards on WotC, but I've never seen the degree of venom you seem to hold for anything that isn't a spellcaster. In a great many situations casters bring a lot to the table, but dismissing anything else as a minion is absurd. Further, a lot of the numbers you've thrown out in various places (like about how your wizard at level 20 attacks for +35 with the sword he carries around just for appearances), are frankly ridiculous.

And this. Wizard attacks at +35 with sword was a comment about Balors, who are casters. As such, they don't care about their to hit with swords, but still get +35 of it, or whatever.

As for my stance on non spellcasters, perhaps you missed the many posts where I said I liked them? Thing is, despite this personal bias I am very much aware that 1: Martial characters, even good ones are not optimal. 2: There are no good martial characters in PF. The venom you describe is aimed at that.

Quote:
Like most of the really hardcore guys of the old Char Op boards your entire framework seems to be built around the idea of fairly optimal situations. To be blunt, that isn't often the case in many games, even those that play published adventures. The largest example that jumps to mind is the Savage Tide, which I'm in the midst of playing through. For a long time your Pcs are separated from society, with scavenged gear of questionable quality and no chance to learn new spells.

There are problems with the CO boards. The actual problem they have is assuming only level 20 matters, when most games never even reach level 20, much less stay there long and 3-19 are far more important.

As for Savage Tide, I've been there and played that. It shafts martial characters rather hard, by cutting them off from magic shops and forcing them to use crappy gear. Not being able to scribe new spells isn't a problem as a Wizard, the free ones are more than good enough and everyone else gets their new spells naturally.

So you see, the situation you describe exasperates the balance problems rather than correcting them.

Quote:
Being stuck in the wilderness is hardly the only example of real-play situations that tend to beat all over most optimizers ideas of how their current position on party make up is the best. What about situations where you have to protect numerous weak NPCs? What about when your opponent is actually intelligent and you end up bringing your color spray chain guns against a bunch of undead?

Then casters are the best choice, because they're the only ones with actual abilities to protect others starting with ability to end the fight quickly and continuing to the actual abilities you use to do that.

If you're fighting undead, Knowledge skills. Since it's level 1 or 2, CoDzilla * 3 easily melees them down. If it isn't, you aren't stuck with Color Spray anymore.

Ignoring baiting.


Dire Mongoose wrote:
Peter Stewart wrote:


You insist on dumping virtually all stats with casters except spellcasting ones and con, which is, in my honest opinion, usually the first sign that a player has little actual table experience.

To be fair, that's usually in response to someone who tries to assert that you can only have a high casting stat in very generous point buys. The point of the rebuttal is that, no, you actually can make it work even in 10 point buy if you want.

I don't know how anyone who's played the game more than briefly can dispute that a high point buy helps out the monk more than it helps out the wizard, but somehow people still do.

Exactly. In 25 PB you'd have more like 8/10/16/18/10/10. That's a single dumpstat, with everything else average or better.

In 15, you have the same amount of power. But martial characters become sadder than they are in PF by default.


Trinam wrote:
(seriously is that all he ever does? (And while we're on the subject, why is his name CoDzilla when he prefers arcanes? Shouldn't it be SoWzilla? But I digress))

Who says I prefer arcanes?

I do have an alias (GODWizard), but people get mad at me when I use the board features in exactly the manner they are intended. As if it's hard to click my name and see who I am.


Peter Stewart wrote:
Kaiyanwang wrote:

Smart enemies in the short term COULD favor casters, but I'm not sure on the long term how can go if you manage to make them waste spells, or to use them as counter-measures for other spellcaster.

I'm always amused when people talk about how scry and die is broken and such, and how they can use it to wipe out any bad guy, without taking into account that the bad guy could do the exact same thing. I wonder if, in his super hard mode, Cod often has scrying + dying enemy casters porting in to jump his group while resting, after expending most/all of their spells?

Oh, they certainly can. But you know, there's safeguards for that. If you don't use them, you're asking to die at night. Even without a scry and fry tactic, combat being fast and brutal that it is combined with enemies, at the least getting a surprise round means it's likely the party dies to a night attack. Even though they would still, at the least have 25-50% of their spells.

And no, don't say things like "set watches". It's so easy for enemies to bypass such mundane methods it's not even funny.

It also helps that the party tends to clear out the entire place in one go. Who is left alive to jump the party?


BigNorseWolf wrote:
Quote:
You insist on dumping virtually all stats with casters except spellcasting ones and con, which is, in my honest opinion, usually the first sign that a player has little actual table experience.

Ad hom. Argue for or against stat dumps based on their merits, not based on some unproven accusations of someone's conclusions being based on less experience than your own. This is the internet, for all you know the person on the other side could be some white beard who played with gygax and has had a weekly game in every edition from the red box to pathfinder or some 12 year old kid who picked up the book last week... and there's no way to tell.

i suppose you could try to argue that because they don't agree with you you're right about their experience level, but that's more circular than a presupositinal argument.

Alright, well, let me clarify. Usually when you see stat dumps it is a result of someone who has a great deal of time invested in theory, because they look at the numbers and say "wow, I get a lot more bang for my buck if I max out X and Y stat, by the numbers". Typically however this approach forgets that there are a great number of intangibles associated with many other stats, and problems that frequently come up when you are extremely weak in them. Low charisma typically means either ugly PCs or ones with extremely weak personalities, while low wisdom tends to mean foolhardiness. Low strength as a result of dumps tends to mean characters with extreme difficulty doing fairly basic physical things we take for granted. While these things are all fine in their own right, if you're willing to play to them, if that is the character you want to play, most often they are utterly discounted by Min/Maxers without practical experience, because they are not tangibly evident until you actually are forced to play to them.

The first character I brought to a table after browsing the Char Op boards had dumped charisma. Dwarf wizard in 3.5. I thought I was brilliant, because I had a super high int, super high con, and excellent defenses relative to the rest of the party. I was tough as nails and had the highest DC spells and most of them. My mirth lasted all of about eight minutes before the game master came down on me like a load of bricks for trying to play a character with a 6 charisma like he had a 10.


DrDew wrote:

Although! A group of 3 Rogues and a Bard would probably do pretty well.

In a game with little to no combat or no combat against significant enemies. A player in one of our games has had his Rogue killed twice in as many weeks in combat. And those weren't even serious combats.


Peter Stewart wrote:
Alright, well, let me clarify. Usually when you see stat dumps it is a result of someone who has a great deal of time invested in theory, because they look at the numbers and say "wow, I get a lot more bang for my buck if I max out X and Y stat, by the numbers". Typically however this approach forgets that there are a great number of intangibles associated with many other stats, and problems that frequently come up when you are extremely weak in them. Low charisma typically means either ugly PCs or ones with extremely weak personalities, while low wisdom tends to mean foolhardiness. Low strength as a result of dumps tends to mean characters with extreme difficulty doing fairly basic physical things we take for granted. While these things are all fine in their own right, if you're willing to play to them, if that is the character you want to play, most often they are utterly discounted by Min/Maxers without practical experience, because they are not tangibly evident until you actually are forced to play to them.

Yes, the strength 7 works only as long as it takes you to realise that encumbrance matters.

The same is true of parties: A party of clerics sounds great in theory, and is very powerful, but is less workable in practice. That's why there are balanced parties with all the bases covered, and why it's important to cover all the bases.


CoDzilla wrote:
Trinam wrote:
(seriously is that all he ever does? (And while we're on the subject, why is his name CoDzilla when he prefers arcanes? Shouldn't it be SoWzilla? But I digress))

Who says I prefer arcanes?

I do have an alias (GODWizard), but people get mad at me when I use the board features in exactly the manner they are intended. As if it's hard to click my name and see who I am.

Ahh. My apologies. It is simply that every time we have this debate, it appears to be 'Wizards' that are the main point of contention, hence the arcane assumption. That said, there are three other boards currently available at this time for spewing forth vitriolic arguments about why casters >>>>>> all, and all of them are currently active. Is it really necessary to attempt to turn every other thread discussing the merits of a class/party into the same argument? I mean, if this is about some grand overarching worry for the design of the game itself, it would make more sense from a diplomatic standpoint to just send a bunch of emails with the same general point of view to the people responsible for the original game balance than derailing otherwise good threads for the same old same old argument. At least then you can come off as cordial (and even likable!) to anyone outside the development team responsible for whatever perceived imbalance there is.


This isn't quite on-topic, but a while back some friends and I made characters to play in a gestalt Eberron game. We made our character completely independantly, and in the end, each of us were half specialist wizard (each of a different school). I made a Cleric/Necromancer, one player made an Enchanter/Beguiler, another a Transmuter/Fighter (I think), and the last an Illusionist/Rogue. We never actually played with them, but it was just too perfect to not mention (especially considering, like I said, we all came up with them independantly- not only were we each a diffrent specialist wizard, but we also covered the base four classes, with the exception of the Beguiler filling in for the arcane caster).


Dabbler wrote:

Yes, the strength 7 works only as long as it takes you to realise that encumbrance matters.

... and then you find a way to work around your low carrying capacity. There are several, and even the worst of them is worth it for what you're getting.

Dabbler wrote:


The same is true of parties: A party of clerics sounds great in theory, and is very powerful, but is less workable in practice.

Have you tried it? With players who halfway know what they're doing and enough forethought to build a variety of kinds of cleric? It works great.

Disclaimer: I haven't since 3.5, but that campaign had very tight restrictions on what outside of 3.5 PHB was allowed and I don't think it'd look a lot different in PF. Better in some ways, worse in others, and overall about a wash.


Dire Mongoose wrote:
Dabbler wrote:

Yes, the strength 7 works only as long as it takes you to realise that encumbrance matters.

... and then you find a way to work around your low carrying capacity. There are several, and even the worst of them is worth it for what you're getting.

I was going to type up an argument about how that doesn't change the fact that you have trouble lifting anything over 20lbs as a character, and about how you can barely manage a basket of laundry, much less a box of books or something similarly mundane, but ultimately it just isn't worth it.

I think to a certain extent what we have here is a fundamental disconnect within how we view the game. Not everything is cost benefit for me in pure mechanical terms, and for, I think, many players. I'm sitting down to play a role playing game, not a war game. While you can argue - with success - that in pure mechanical terms things like a low charisma or strength can be offset by magic items or skill point spent, the reality is in games I've played in you are still playing a weakling or someone who is uglier than a troll. As I said above, what is lost in pure number crunching are the intangibles that go into a lot of what the numbers C/O discount represent.

I love board games as much as the next person, I even enjoy miniatures games where you do want to maximize power at the expense of all other things, but that is not how I approach Pathfinder, and I don't think that is the paradigm with which most design work goes forward.


They are quite strong, but they have some weaknesses. It's the 9/10 situation again. Being able to easily win 9/10 fights still isn't much help if 1/10 encounter is one you lack the skills, spells, or abilities to deal with.

The cleric squad are weak in reflex saves and skills, and so are vulnerable to basic area-effect attacks. While not as spell dependent as a party of wizards, and while they have awesome healing potential, sooner or later these run out. The classic 4 arrangement can cover 10/10 encounters, even if they struggle with 4/10 of them - but better to struggle with 4/10 than TPK on 1/10.


Dabbler wrote:


The cleric squad are weak in reflex saves and skills, and so are vulnerable to basic area-effect attacks.

Except most of the area-effect attacks deal elemental damage, and the class best equipped to soak those up with a combination of spell/power-based resistances, solid HP, and healing is... the cleric.

In core-book Pathfinder, there's very, very little the Cleric team has to worry about from reflex saves. Add the APG and they at least have to worry about the pit spells until flight comes out.

Seriously, try actually playing it with people who are decent enough with the cleric class to be more than healbots -- the PF cleric doesn't put out the ridiculous melee beatdown of the 3.X cleric in all its glory, but it's still a really, really good class that can be built in a lot of different ways which all basically work. All the kinds of things that you think will be rough for the all-cleric team it turns out, not a fraction as bad as you'd think.


Peter Stewart wrote:
I think to a certain extent what we have here is a fundamental disconnect within how we view the game.

We do; to you, a character that's actually good at their job at the expense of things that aren't their job becomes a wargame character and not an RPG character.

That doesn't mean that every wizard or sorcerer I play will have a 7 STR. It does mean that I can accept that taking the 7 STR is probably the mechanically superior choice.

The game should provide consequences for dump stats. In many cases it doesn't, or doesn't provide enough. It's getting better in this respect; in 3.5, a druid with 3 STR/DEX/CON was perfectly viable, and even a melee damage monster, and now it's not. Think about that for a minute: it was smarter, mechanically, for the 3.5 druid to put stat points into INT or CHR than CON (assuming survival to 6th level or so -- which I wouldn't assume in a game starting from level 1, but for some reason let's say you were making a higher level druid to replace a deceased PC or whatever) because what his CON was literally did not matter. At all. You can't do that anymore. That's a step in the right direction.

But the game doesn't get better if we don't talk like adults about the places it still does fall down instead of sticking our fingers in our ears and yelling "La la la I can't HEAR you!" when we see a wizard with a 7 STR and 20 INT.


Dire Mongoose wrote:


But the game doesn't get better if we don't talk like adults about the places it still does fall down instead of sticking our fingers in our ears and yelling "La la la I can't HEAR you!" when we see a wizard with a 7 STR and 20 INT.

Except there is zero problem with that. Just like there is zero problem with a Fighter having 7 Int and 20 Str. Those are useless stats, which they were for a Druid in 3.5, but they were useless for a Druid due to a game design loophole, not necessarily because they didn't need those stats. If you want to make those stats relevant, you can do what 4e did and start double-booking them for use, but that won't happen without another game version really.

Peter Stewart wrote:


I was going to type up an argument about how that doesn't change the fact that you have trouble lifting anything over 20lbs as a character, and about how you can barely manage a basket of laundry, much less a box of books or something similarly mundane, but ultimately it just isn't worth it.

Because it's an inane argument. Also false. The Wizard wasn't going to be the mule to begin with and oh no, 23 pounds is a light load! We should obviously pick on the Wizard for choosing crap strength and forget that a 10 strength only nets you a light load of 10 pounds greater.


CoDzilla wrote:
*** many reasonable posts ***

Alert! This post may sound condescending, but is in fact entirely sincere.

Dude! Your last series of posts are excellent!

I've been dodging your threads because your manner often riles me up, but these were exemplary. You explained your position well and I really had to think about what you were saying rather than dismissing you as a crank.

Thanks.


Peter Stewart wrote:
BigNorseWolf wrote:
Quote:
You insist on dumping virtually all stats with casters except spellcasting ones and con, which is, in my honest opinion, usually the first sign that a player has little actual table experience.

Ad hom. Argue for or against stat dumps based on their merits, not based on some unproven accusations of someone's conclusions being based on less experience than your own. This is the internet, for all you know the person on the other side could be some white beard who played with gygax and has had a weekly game in every edition from the red box to pathfinder or some 12 year old kid who picked up the book last week... and there's no way to tell.

i suppose you could try to argue that because they don't agree with you you're right about their experience level, but that's more circular than a presupositinal argument.

Alright, well, let me clarify. Usually when you see stat dumps it is a result of someone who has a great deal of time invested in theory, because they look at the numbers and say "wow, I get a lot more bang for my buck if I max out X and Y stat, by the numbers". Typically however this approach forgets that there are a great number of intangibles associated with many other stats, and problems that frequently come up when you are extremely weak in them. Low charisma typically means either ugly PCs or ones with extremely weak personalities, while low wisdom tends to mean foolhardiness. Low strength as a result of dumps tends to mean characters with extreme difficulty doing fairly basic physical things we take for granted. While these things are all fine in their own right, if you're willing to play to them, if that is the character you want to play, most often they are utterly discounted by Min/Maxers without practical experience, because they are not tangibly evident until you actually are forced to play to them.

The first character I brought to a table after browsing the Char Op boards had dumped charisma. Dwarf wizard in 3.5. I thought I was...

You presume much.


Dabbler wrote:
Peter Stewart wrote:
Alright, well, let me clarify. Usually when you see stat dumps it is a result of someone who has a great deal of time invested in theory, because they look at the numbers and say "wow, I get a lot more bang for my buck if I max out X and Y stat, by the numbers". Typically however this approach forgets that there are a great number of intangibles associated with many other stats, and problems that frequently come up when you are extremely weak in them. Low charisma typically means either ugly PCs or ones with extremely weak personalities, while low wisdom tends to mean foolhardiness. Low strength as a result of dumps tends to mean characters with extreme difficulty doing fairly basic physical things we take for granted. While these things are all fine in their own right, if you're willing to play to them, if that is the character you want to play, most often they are utterly discounted by Min/Maxers without practical experience, because they are not tangibly evident until you actually are forced to play to them.

Yes, the strength 7 works only as long as it takes you to realise that encumbrance matters.

The same is true of parties: A party of clerics sounds great in theory, and is very powerful, but is less workable in practice. That's why there are balanced parties with all the bases covered, and why it's important to cover all the bases.

And then you remember that haversacks are cheap, and before that there's pack animals. And you realize that Str is right after Cha in "stat least useful if not your primary stat".

And what bases would those be? There is no tanking in D&D, so the Fighter doesn't have a base.

Skills are obsolete past level 5, and traps are more trivial than ever, which means Rogues don't have a base either.

And that just leaves arcane and divine casters. Imagine that.


Trinam wrote:
CoDzilla wrote:
Trinam wrote:
(seriously is that all he ever does? (And while we're on the subject, why is his name CoDzilla when he prefers arcanes? Shouldn't it be SoWzilla? But I digress))

Who says I prefer arcanes?

I do have an alias (GODWizard), but people get mad at me when I use the board features in exactly the manner they are intended. As if it's hard to click my name and see who I am.

Ahh. My apologies. It is simply that every time we have this debate, it appears to be 'Wizards' that are the main point of contention, hence the arcane assumption. That said, there are three other boards currently available at this time for spewing forth vitriolic arguments about why casters >>>>>> all, and all of them are currently active. Is it really necessary to attempt to turn every other thread discussing the merits of a class/party into the same argument? I mean, if this is about some grand overarching worry for the design of the game itself, it would make more sense from a diplomatic standpoint to just send a bunch of emails with the same general point of view to the people responsible for the original game balance than derailing otherwise good threads for the same old same old argument. At least then you can come off as cordial (and even likable!) to anyone outside the development team responsible for whatever perceived imbalance there is.

Fighter and Wizard are catchy names. Even if people actually mean martials and casters. I've tried to be specific about this, but most people have not.

As for why the subject is coming up here, the OP wished to know what was an optimal party arrangement. I answered him honestly - a full caster team, something like Cleric/Druid/Sorcerer/Wizard. And a whole bunch of people gave the same trite and boring response that demonstrates a lack of creativity.

The OP seemed to realize this, and mostly focused on replying to me, asking for more detail.

I'm not quite sure how, or when it turned into a Fighter vs Wizard thing. Probably someone erroneously claiming that tanking existed in D&D, or some other such obviously false claim. The threads are kind of blurring together, due in large part to the volume of posts I am responding to.

In any case, the topic is optimal party arrangements. The derail is tangential at best.

Grand Lodge

Let all here acknowledge and bow before the absolute TRUTH of my opinion:
.
.
.
.

1) Wizard-20

2) Paladin-11 / Fighter-9

3) Cleric-11 / Druid-9

4) Monk-11 / Rogue-9

and as for the fifth (cuz 5 is really the best group):

5) Ranger-18 / Barbarian-2


therealthom wrote:
CoDzilla wrote:
*** many reasonable posts ***

Alert! This post may sound condescending, but is in fact entirely sincere.

Dude! Your last series of posts are excellent!

I've been dodging your threads because your manner often riles me up, but these were exemplary. You explained your position well and I really had to think about what you were saying rather than dismissing you as a crank.

Thanks.

That's great and all. But without telling me what posts you referring to, you're not actually telling me anything.

What posts are you referring to?

Though, since you mentioned it... Dismissing someone just because you think they're rude? Not a key to success in life.


Quote:
Low charisma typically means either ugly PCs or ones with extremely weak personalities

or really horrible personalities, which can be quite strong.

Quote:
while low wisdom tends to mean foolhardiness.

int and wis can do quite a bit to compensate for each other.

Quote:
Low strength as a result of dumps tends to mean characters with extreme difficulty doing fairly basic physical things we take for granted.

even a 7 isn't that low. There's not a lot most of us do in our daily lives that a schoolgirl couldn't do as well.

Quote:
While these things are all fine in their own right, if you're willing to play to them, if that is the character you want to play, most often they are utterly discounted by Min/Maxers without practical experience, because they are not tangibly evident until you actually are forced to play to them.

i think the min maxers do have experience, its just with a different dming style than you're used to, more combat oriented and less rp oriented.

Quote:
My mirth lasted all of about eight minutes before the game master came down on me like a load of bricks for trying to play a character with a 6 charisma like he had a 10.

good dm!... not everyone has had one of those though.

I admit it *ahem* Hello, my name is Big Norse Wolf and i dump charisma

Why? Because I can adjust my play style and role playing around having a character with an average or worse charisma and still have fun. my dwarven fighter/monk is shy and looks at his boots a lot and stutters. My fighter is taciturn and hardly says a word except "ow" when he's critically hit, my dwarven druid was raised by mushrooms and thinks that tact is what you do to notices, and my elven alchemist is high as a kite on his own product and stares off into the distance at rand

What i cannot adjust is the rules of the game. By the rules of the game charismia is useless for most characters. Even Wizards get more out of strength nowadays (it adds to CMD)It only comes up when interacting with NPCs.. something i can let another member of the party do for me. In combat, everyone makes fort reflex and will saves, everyone takes hitpoint damage. In conversation.. only one person needs to talk. I can get around that.

What i can't get around is being dead. If my job is meatshield and i decided it would be fun to play a fighter with a pretty face and a glass jaw its going to detract from everyone's fun when the troll eviscerates me in round one and stars chewing on the cleric. What am i going to gain in return... playing a high charisma character over a low charisma one.. WHATS the difference? They can both be well rounded, three dimensional characters. You are not going to make your character any better by making them suck at what they're supposed to do. Requiring that a character have a high charisma or off model stats in order to be well role played isn't freeing yourself from your stats: its enslaving you to them.


Cartigan wrote:
DrDew wrote:

Although! A group of 3 Rogues and a Bard would probably do pretty well.

In a game with little to no combat or no combat against significant enemies. A player in one of our games has had his Rogue killed twice in as many weeks in combat. And those weren't even serious combats.

I would submit that a stealth based party would approach combats much differently than a mixed party.

Likewise I would posit that many rogues try to believe that they are fighters and learn the hard way that they are not. Many skirmishers that stand and fight learn that they should have well..been skirmishing.

It's like trying to out-thug a thug encounter. Don't do it.

A group that can scout very well is very useful. Information is key.

People dismiss diviners in 3.x which is why I guess they got the boost that they did in PF. It's sad. I equate it to the changes that increased the power of druids in 3.5 and clerics in 3.0.

Divination spells are insanely powerful and useful. Being able to dictate terms of encounters, understanding what's going on, these things matter far more than mechanical EL calculations in terms of how to influence the strength of an encounter.

-James


james maissen wrote:
Cartigan wrote:
DrDew wrote:

Although! A group of 3 Rogues and a Bard would probably do pretty well.

In a game with little to no combat or no combat against significant enemies. A player in one of our games has had his Rogue killed twice in as many weeks in combat. And those weren't even serious combats.
I would submit that a stealth based party would approach combats much differently than a mixed party.

And how long does stealth last? The first round?


I'll chime in with my 4.

Tank - Crusader.
*possibly mutliclass warblade at a few tactical levels to add in damage threats and have clutch abilities when the Crusader mechanic fails you. I have a concept for a Warblade tank that picks up critical Devoted Spirit abilities but haven't been able to play to prove it.
*If pure Crusader, best to mutli class a few levels into cleric for Ruby Knight Vindicator. This will give you enough of the cleric power to be a good buffer/spot healer outside of the Devoted Spirit maneuvers.

Healer - Witch.
*Sucks not having the extra bursty healing that cleric have but Hexes offset it IMO. I'd probably say Undead domain or Wisdom.

Magic Swissarmy Knife - Wizard.
*Just to damnedably handy when they pick up all of those unique spells.

The-4th-Wheel - Something with Trapfindings and Disable Device.
*Really anything that can dip for it is fine. Artificier from Ebberon is really nice in this scenario as he brings all the crafting the group will need. Nice to not have to hope that a city has your toys.

This setup also gives you ALOT of undead creation/summon options for extra meatshields. If I had to pick another 4th-Wheel option I might pick summoner for extra party damage.


Cartigan wrote:
james maissen wrote:


I would submit that a stealth based party would approach combats much differently than a mixed party.
And how long does stealth last? The first round?

Depends upon what the situation is and what they are trying to do.

The stealth party likely determines when they engage encounters and likely can easily disengage them as well. A party focused around it would of course specialize in things to aid them in that.

And I'm assuming that by 'first round' you mean the first round in which they decide to make an attack, as opposed to all the rounds before that of course.. right?

I'm not saying something's better, but I *am* saying that being able to dictate engagement terms is HUGE.

-James


CoDzilla wrote:
therealthom wrote:
CoDzilla wrote:
*** many reasonable posts ***

Alert! This post may sound condescending, but is in fact entirely sincere.

Dude! Your last series of posts are excellent!

I've been dodging your threads because your manner often riles me up, but these were exemplary. You explained your position well and I really had to think about what you were saying rather than dismissing you as a crank.

Thanks.

That's great and all. But without telling me what posts you referring to, you're not actually telling me anything.

What posts are you referring to?

Though, since you mentioned it... Dismissing someone just because you think they're rude? Not a key to success in life.

The posts from about 9AM. I thought a smart fella like you wouldn't need it spelled out for him.

And, I guess that Dale Carnegie course didn't work out for you.


CoDzilla wrote:
And then you remember that haversacks are cheap, and before that there's pack animals. And you realize that Str is right after Cha in "stat least useful if not your primary stat".

I take it you mean Hewards Handy Haversacks, which are out of reach for your 1st level character.

CoDzilla wrote:
And what bases would those be? There is no tanking in D&D, so the Fighter doesn't have a base.

A bold assertion made with nothing to back it up. On the other hand, I have seen 'tanks' played and played well, so I'm afraid i can't take this seriously unless you back it with something other than "Because I say so and you are stupid if you don't agree."

CoDzilla wrote:
Skills are obsolete past level 5, and traps are more trivial than ever, which means Rogues don't have a base either.

Another assertion that runs counter to my experience of the game, again unsubstantiated by anything other than your word for it.

CoDzilla wrote:
And that just leaves arcane and divine casters. Imagine that.

Only it doesn't because you haven't made a case, just an assertion. Back up your statements with more than 'everybody knows' or stop making them.


A party of entirely wizards would fail the OP's requirements, since I'd probably get bored and leave the game before we got to level 3. Variety is important too.


Dabbler wrote:


A bold assertion made with nothing to back it up. On the other hand, I have seen 'tanks' played and played well, so I'm afraid i can't take this seriously unless you back it with something other than "Because I say so and you are stupid if you don't agree."

There is no such thing as a tank in a game where you can't force anyone to attack you.


Cartigan wrote:
Dabbler wrote:
A bold assertion made with nothing to back it up. On the other hand, I have seen 'tanks' played and played well, so I'm afraid i can't take this seriously unless you back it with something other than "Because I say so and you are stupid if you don't agree."
There is no such thing as a tank in a game where you can't force anyone to attack you.

That's where tactics come in, by being between them and the people they really want to attack. What you really mean is: "Without the right feats, tactics and circumstances tanking is very difficult" which is a statement I would readily agree with.

What is more, tanking is not the only function of the beatstick. Even if you can get past him (and he can hurt you for doing it) he's then behind you and can lay on the hurt. Damage dealers cannot do the same scope of actions that casters can, agreed. This does not make them irrelevant, however.

Liberty's Edge

I'd go with a varient of the classic 4:

Paladin - I like the saves protecting from spells as well as the instant LoH's to keep up in combat. Also the party face.

Urban Ranger - Switch hitter or Archer for plenty of damage. He replaces the need for a Rogue for traps, he has decent HP and makes a good back up front man (if switch hitter)

Wizard - Powerful and fun

Cleric - Heals between combat, helpful front man especially if Ranger is an Archer, and if Ranger is a Switch Hitter you have 3 guys to get in the way of monsters trying to reach the Wizard

This group probably is not the strongest, but they cover the basics so have a good chacne of survival and they are plenty fun to RP


therealthom wrote:
CoDzilla wrote:
therealthom wrote:
CoDzilla wrote:
*** many reasonable posts ***

Alert! This post may sound condescending, but is in fact entirely sincere.

Dude! Your last series of posts are excellent!

I've been dodging your threads because your manner often riles me up, but these were exemplary. You explained your position well and I really had to think about what you were saying rather than dismissing you as a crank.

Thanks.

That's great and all. But without telling me what posts you referring to, you're not actually telling me anything.

What posts are you referring to?

Though, since you mentioned it... Dismissing someone just because you think they're rude? Not a key to success in life.

The posts from about 9AM. I thought a smart fella like you wouldn't need it spelled out for him.

And, I guess that Dale Carnegie course didn't work out for you.

This is an international forum. 9 AM is a completely meaningless term without context.

Again, what posts are you referring to?


Dabbler wrote:
CoDzilla wrote:
And then you remember that haversacks are cheap, and before that there's pack animals. And you realize that Str is right after Cha in "stat least useful if not your primary stat".
I take it you mean Hewards Handy Haversacks, which are out of reach for your 1st level character.

Which is why I specifically said that before that there was pack animals, a part you even quoted, and still ignored.

Carrying capacity is quite irrelevant.

Quote:
A bold assertion made with nothing to back it up. On the other hand, I have seen 'tanks' played and played well, so I'm afraid i can't take this seriously unless you back it with something other than "Because I say so and you are stupid if you don't agree."

With what actual abilities do you tank with? The answer of course will be none. No such ability exists. Which means enemies just walk around. Particularly if you have actually succeeded at making yourself durable (and you probably haven't) meaning things have even less incentive to attack you. This is not an MMO. There are no aggro mechanics. Enemies can and will attack whoever they believe is most threatening, which is not Sir Clanksalot.

Quote:
Only it doesn't because you haven't made a case, just an assertion. Back up your statements with more than 'everybody knows' or stop making them.

It helps if you do not ignore the proofs you are presented with while claiming you aren't being presented with anything.


Dabbler wrote:
Cartigan wrote:
Dabbler wrote:
A bold assertion made with nothing to back it up. On the other hand, I have seen 'tanks' played and played well, so I'm afraid i can't take this seriously unless you back it with something other than "Because I say so and you are stupid if you don't agree."
There is no such thing as a tank in a game where you can't force anyone to attack you.

That's where tactics come in, by being between them and the people they really want to attack. What you really mean is: "Without the right feats, tactics and circumstances tanking is very difficult" which is a statement I would readily agree with.

What is more, tanking is not the only function of the beatstick. Even if you can get past him (and he can hurt you for doing it) he's then behind you and can lay on the hurt. Damage dealers cannot do the same scope of actions that casters can, agreed. This does not make them irrelevant, however.

Enemies do not aggro on the closest person. They walk around. And by moving, they also stop you from full attacking them. So they can easily deal with whatever single hits you throw at them.

Meanwhile, the enemy is getting to attack the people that are actually threatening to him.

And that's if the enemy is melee based. If not it can just stay right where it is, and target the real threats at will. Net effect of having a so called tank - nil.


Dabbler wrote:
Even if you can get past him

Then he has failed as a tank. And since it is impossible to stop some one from getting past you sans completely contrived conditions that the player has exactly nothing to do with, there is no such thing as a tank. A beatstick or meatshield maybe, but not a tank.


Move around you how?

Sometimes is trivial, sometimes is not because of CMD and terrain.

At worst, take a loon on the "Protect the Meek" order of the Shield Cavalier ability. Can be enough? (EDITED: I WROTE "Stem the Tide")

Actually, I would be curious about the implementation of a "taunt" mechanic like Goad or the PH2 Knight (CD based on Str or Cha). I'd like it, but I don't know how peple could consider it.

Silver Crusade

Pathfinder Adventure Path Subscriber
Kaiyanwang wrote:

Move around you how?

Sometimes is trivial, sometimes is not because of CMD and terrain.

At worst, take a loon on the "Stem the Tide" order of the Shield Cavalier ability. Can be enough?

Actually, I would be curious about the implementation of a "taunt" mechanic like Goad or the PH2 Knight (CD based on Str or Cha). I'd like it, but I don't know how peple could consider it.

There's a single little problem with MMO-style "tanking" mechanics. Or any MMO-inspired mechanics.

They work OK in an asymmetrical system. In MMOs, monsters and PCs are built from entirely different sets of lego bricks.

Not so much in 3.5 D&D, in which both sides are built of the same bricks, small differences aside. There's very little that monsters can do that the players cant (some corner case special abilities aside).

Any class with "tanking" abilities would be also used by GMs, leading to rather silly encounters (1 goblin Tanknight "aggros" the whole party, while 3 goblin wizards tear the party a new one.)


Gorbacz wrote:
Kaiyanwang wrote:

Move around you how?

Sometimes is trivial, sometimes is not because of CMD and terrain.

At worst, take a loon on the "Stem the Tide" order of the Shield Cavalier ability. Can be enough?

Actually, I would be curious about the implementation of a "taunt" mechanic like Goad or the PH2 Knight (CD based on Str or Cha). I'd like it, but I don't know how peple could consider it.

There's a single little problem with MMO-style "tanking" mechanics. Or any MMO-inspired mechanics.

They work OK in an asymmetrical system. In MMOs, monsters and PCs are built from entirely different sets of lego bricks.

Not so much in 3.5 D&D, in which both sides are built of the same bricks, small differences aside. There's very little that monsters can do that the players cant (some corner case special abilities aside).

Now, consider a base class with some "you have to attack me" ability

In 3.5 existed both a feat and a class, see above. You mean, it was a problem when the "taunt" came from monsters...

I have to admit that taunting a mage to go melee could be silly... but maybe there's a way to write it down correctly... dunno. Just wondering.

Silver Crusade

Pathfinder Adventure Path Subscriber

The fact that something existed in 3.5 does not mean that it should have existed. See: Truenamer, Swashbuckler, CW Samurai.


Gorbacz wrote:
The fact that something existed in 3.5 does not mean that it should have existed. See: Truenamer, Swashbuckler, CW Samurai.

Very true. But that offers a sort of "playtest". Some times negative ("how about a spell granting a standard action cast as an immediate action? HOW ABOUT NO?) in this case... I was just asking.

Dark Archive

CoDzilla wrote:


With what actual abilities do you tank with? The answer of course will be none. No such ability exists. Which means enemies just walk around. Particularly if you have actually succeeded at making yourself durable (and you probably haven't) meaning things have even less incentive to attack you. This is not an MMO. There are no aggro mechanics. Enemies can and will attack whoever they believe is most threatening, which is not Sir Clanksalot.

The simplest answer is a reach weapon, combat reflexes and (aiming to fight in) a confined space. Nothing is getting past the 'tank' without getting hit.


tanking is possible, it just requires teamwork or the fighter to be built completely for that purpose. A fighter with a guisarm and Improved trip can hold most foes at bay , especially if he can get an enlarge person or a druid's animal companion to take up some extra space.

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