Advice on Party Parity


Advice


Here's my situation, I'm running a rather large campaign (7-9 players), and have gotten the players almost through their first module, most getting to level 3. We started in 3.5 (core rulebooks only), and I'm allowing for full rebuilds after this module, because we are rolling over to Pathfinder (Base Guide and APG for sources). I've noticed a few issues with how I've set this up (my first sustained campaign) and will be attempting to address them at the rebuild point as well. Namely, I had players roll for stats and HP (post level 1), and while I used the same method for generation(6 4D6, put them where ya want) the stat spread is NOT even through the party (stats are rolls, I'll give classes and races with the numbers):
11, 17, 14, 10, 12, 07 - Ranger 3, Half-Elf, Archer
15, 14, 14, 17, 13, 11 - Druid 3, Elf, Wolf Companion
12, 12, 09, 16, 11, 16 - Rogue 3, Halfling
16, 13, 13, 08, 12, 12 - Barbarian 2, Half-Orc, Heavy RPer
07, 12, 12, 16, 16, 16 - Sorcerer 2, Human
15, 08, 12, 09, 13, 15 - Paladin 3, Human
Not available - Fighter, Human
Not Available - Wizard, Halfling

First change I'm making is swapping all to point buy, debating between 15 or 20, to even the disparity in attributes. Additionally though, I'm wondering about balance between classes.

Last two sessions, the wizard and fighter have been absent, leaving the main melee duties falling on the Paladin, with the Barbarian jumping in when she overcomes her RP'd cowardice. As a result, the Paladin has been taking a large share of the abuse mobs deal, and also seems to be underperforming in damage (Greatsword and low rolls, plus lower mobility from needing to be in Heavy Armor). The player is getting frustrated, especially when comparing abilities and utility with the other classes (specifically the Druid), and feels underpowered both in 3.5, and not much of a change to relative power within the party when we switch to Pathfinder. I'm mainly a Fighter or Rogue player, and so am unsure how well it all stacks up... but I'm unsure over the underpowered-ness of the Paladin class, however, the Druid definitely looks a little too strong (thinking on a few adjustments, but unsure what).

Advice, suggestions, et alia? Players are being given the option to create brand new characters at the rebuild, using same Exp levels and acquired GP/gear, in addition to just rolling over current PC's to Pathfinder. Figure there's going to be some monkeying around anyways when I reveal point buy for stats. Also, trying to sort out if the apparent disparity if from the Paladin's low stats (comparatively) or if it is just inherent weaknesses in the class itself.


This kind of thing is why I prefer point buy.


I recommend 20pt. buy, the 5 extra points go a long way to making happier players. 15pt. point is possible, but can be difficult... especially if a few players are having bum luck now. I prefer point buy because my stat rolls always suck and someone will always out-perform the ENTIRE party(short of DM tweaking), it's the nature of the beast.

Paladin is at home in heavy armor; I also tend to suffer from low rolls, perhaps some new dice are in order. Barring new dice, maybe Paladin is not the correct class for that player? Just a thought. You're re-building for PF anyway, let them know that NOW would be a good opportunity to FIX/CHANGE any issues. :)

The power level from 3.5E to PF shouldn't be noticeable at all since they are only 3rd level, IMO.

I would keep everyone the SAME experience level, whether they miss a session or not. Missing out on the fun is punishment enough, "real life" happens. Sooner or later those who miss frequently will come to terms with it and just drop due to their other responsibilities anyway.

EDIT:

Current Point Values:

PF point buy WITHOUT racial bonuses/negatives, just so you can see what you're currently looking at if you haven't done this already.
17 points - 11, 17, 14, 10, 12, 07 - Ranger 3, Half-Elf, Archer
34 points - 15, 14, 14, 17, 13, 11 - Druid 3, Elf, Wolf Companion
24 points - 12, 12, 09, 16, 11, 16 - Rogue 3, Halfling
18 points - 16, 13, 13, 08, 12, 12 - Barbarian 2, Half-Orc, Heavy RP
30 points - 07, 12, 12, 16, 16, 16 - Sorcerer 2, Human
16 points - 15, 08, 12, 09, 13, 15 - Paladin 3, Human
Unknown - Not available - Fighter, Human
Unknown - Not Available - Wizard, Halfling

Silver Crusade

It averages out to about 23 points, so you might even want to go up to 25. That would make it sting a little less for the 30+ folks


Alternately you could roll 2D6+6, or for the more heroic 1D6+12 ;)

So you have minimum 8 maximum 18, wich fits fairly well with the Pathfinder spread for their Iconics, or minimum 13 Maximum 18, wich is fairly high but in line with a lot of 3.5 heros like Drizzt, :)


To all: I'm certainly going to point-buy, was sold on that afore posting.

@Daniel - Thanks for that, I had done that myself outta curiosity, and was amazed at the breadth of the spread, kinda what sold me on Point-Buy. Initially, I was just going offa total modifiers, but I guess I lost track, cause those are about as outta whack [+4, +10, +7, +6, +9, +4: same order as initial post].

Am more curious if the power disparity seen by the Paladin is there or not, especially with the change to Pathfinder (going into the setting cold, not played nor GM'd a Pathfinder game), a la 3.5 Monks and 3.0 Rangers sucking, 3.5 Druids being awesome-sauce and 3.5 Wizard being hostile-takeover GM's. Class wise, the Paladin is set on the character... unsure if a new character will happen or not.

The level disparity in the party is from late joins to the campaign, not missed games, though I've not been awarding EXP to players who haven't shown, not as a punitive thing, but since their characters aren't there what risk/reward is possible (I have absent PC's "ghost" with the party as a whole, so mebbe toss out reduced awards or something?). That is a different thingy though, and while thoughts are appreciated, not the crux of the matter.

Still trying to figure out how to best balance this, if a balance adjustment is needed. The Paladin feels ineffective, but is attached to the character due to the Paladin being the only character all members of the party like, respect, and will listen to. Orisons to Pally's, altered/faster spell lists, extra LoH, et alia... Any thoughts/ideas, or is the disparity mainly caused by the stat difference, and the abilities for a Paladin will "click" and mesh into something stronger than what is immediately apparent.

Final Issue:
Lastly, the Paladin is played my wife and she has acknowledged that she doesn't want special favors by virtue of the relationship.
So, with that in mind, I've turned to ya'll for an outside and different perspective on balance.


Short of Bad Rolls the Barbarian and Paladin should really stand out in the forefront in PF. Depending on how optimizy your group is quite a while.

when our group went PF from 3.5 and we had our first Power attacking melee person suddenly killing things left and right at low levels it was a bit of a shock.


She is going to love what her charisma is going to do now. We have a paladin in my RotRL's campaign. Everyone was stunned that he made wisdom a dump stat. We were still believeing WIS was needed for spell casting and/or will. We knew better, but wow. The charisma bonus to will more then made up for the loss and charisma is the spell casting stat. Also damage dealing stat when smiting. Lotta love for pally in Pathfinder.

Greg


On Point-Buy-Systems...

1) They are as balanced a method for generating stats as you will find.
1a) if party-parity/balance is what you are looking for ;)
2) They are easy and you don't need an audience to 'roll-up' a character
3) They emphasise min/max
3a) Min/Max is not inherently a bad thing, and with play oriented players, it is a non-issue :)

For a long time into 3.0/3.5 I was a hold out from olden times when you rolled for stats. This was because I would look at the numbers, and not see the bonuses. 1/2 ed you had to have a 16 in a stat to start having a stat (yes, some exceptions, but you get my point :) ). So, in a point buy system when you see more 12s and 14s, it 'looked' weak to me...

Then I looked at the modifiers and realized (again!) that in 3.x, a 12 stat is respectable if not powerful-that is to say, Stats of 12+ meant something! :)

So, to wrap it up (stupid work!) Point Buys are great ;)

GNOME

Dark Archive

On point buys- I recommend a 20 point buy. My group has played 15, 20, & 25 and we all agree that 20 points is very much "the sweet spot" between feeling weak and scared, and beginning to overwhelm the enemies. If you want all of the players to feel a little more cowed against the hordes you are throwing at them, go with 15, if you want them to face them with grim determination, then go with 20. If you want them to steamroll everything you throw at them... you get the picture.

As for your wife, she should absolutely be in LOVE with the new paladin. Charisma is now a significantly better stat that it was before at a point buy it allows players to designate WHAT they want to be good at independently of luck.

For a paladin to feel powerful the setting has to be just right. A paladin is something that NPC's, be it of the church or not, should have a sense of minor awe, and certainly a might bit of respect for. This is simply put, part of the class, regardless of it being "fluff". Unless you are doing things in a setting where there are no friendly NPCs, or they are on a constant dungeon crawl then you should do your best to play this aspect of the up. It is not favoritism, it is just good DMing. A Druid should feel powerful and wise in the forest, a ranger in his favored terrain and against his enemies. A Rogue can have his hay-day in the tavern and the shadows, the Fighter on the battlefield. A Paladin is something VERY heroic and iconic to most good, or even lawful, characters.

If MECHANICALLY she is struggling to keep up, I would try to throw a few undead and specifically evil enemies her way, they know she is dangerous to them and they would work to try to take out the big threat first off. The other problem may be because of the low level of the game so far. Most classes get one or two REALLY BIG class features around level four, and the paladin is no exception to this. In one more level she will pick up an additional Smite Evil (Keep in mind this isn't a specific attack anymore, it applies to whoever they target with it until it dies, or the paladin goes rests to restore spells/daily use abilities) as well as channel positive energy. The latter is going to prove to be HUGELY powerful for the specific group you are playing with, channeling to heal only gets more powerful the bigger party you are in, and yours is missing someone who can channel. This will prove to probably be something of a personal in game landmark for the character as realizing her faith in these powers and being motivated to keep the character moving forward.

I hope my advice is at least somewhat helpful, if you have any other questions feel free shoot away.


The pathfinder paladin is head and tails above the 3.5 one. She should be ok. What was her build for the 3.5 version out of curiosity?


Greetings, fellow travellers.

I mostly agree to what Mr. Metric wrote. The paladin has become a powerful character in PF - up to a point where it gets scary (in my games at least).
He is now able to do lots more damage, absorb/mitigate lots more damage and is nigh unstopable due to divine grace (as before) - but with the better synergy of CHA due to being his "caster stat" in PF.
I do not recommend to enhance his abilities by giving him extra LoH/smites/what-nots.

Mind you, as a player I absolutely love the class now - it has finally grown to live up to its promise. As a DM it is sometimes hard to challenge the (my player's) paladin without killing the rest of the group (esp. in KM in the first 2 books).

The druid has actually looses a little bit by converting him to PF, but not much.
He is not that versatile anymore and has to decide whether to concentrate on the caster aspect (high WIS) or on the wild shaping aspect (high DEX and STR), though it is considered to be/stay more powerful if he takes the caster branch.

Looking at the stats I would also recommend point-buy 20.

Where is there a level disparity? One level difference at this stage of the campaign is nothing, a couple more sessions and latest by level 5 every one will be that level.

Ruyan.


Using the default point buy favors optimization at all PB levels (15,20,25). My personal preference is to either generate an array (or set of 3 arrays) that I like and that the players can arrange as desired or to increase the PB and eliminate stat buyback on stats with a negative modifier (negative after racial adjustments is generally okay though). This allows me to eliminate final stats that generally have extremely high and extremely low scores.

Dice rolling unfortunately introduces a level of variance that I typically don't like in games because there is already imbalance between character types and wildly different ability scores just heightens that disparity.

Dark Archive

vuron wrote:

Using the default point buy favors optimization at all PB levels (15,20,25). My personal preference is to either generate an array (or set of 3 arrays) that I like and that the players can arrange as desired or to increase the PB and eliminate stat buyback on stats with a negative modifier (negative after racial adjustments is generally okay though). This allows me to eliminate final stats that generally have extremely high and extremely low scores.

Dice rolling unfortunately introduces a level of variance that I typically don't like in games because there is already imbalance between character types and wildly different ability scores just heightens that disparity.

While that is a good way to set up a level of control from behind the screen as it were I don't think I could ever personally do that to my players, if only for the fact that I already have 90% of the control in the game. Not to mention a fixed array would need to have an option to dump at LEAST 1 stat to 7 so that classes that are MAD, like clerics, rogues, or even worse monks don't get screwed.

Sovereign Court

The paladin is not only missing 8 points compared to a 20-point buy, his 2 highest stats are odds instead of even numbered, compounding the problem. Paladins are far from weak at tanking. I would suggest a 20 point buy.


Carbon D. Metric wrote:


While that is a good way to set up a level of control from behind the screen as it were I don't think I could ever personally do that to my players, if only for the fact that I already have 90% of the control in the game. Not to mention a fixed array would need to have an option to dump at LEAST 1 stat to 7 so that classes that are MAD, like clerics, rogues, or even worse monks don't get screwed.

I'm not sure that I'm used to the Cleric being described as MAD (although some cleric concepts can be MAD) and the Rogue class can definitely be configured in a non-MAD setup.

The game's math is arguably balanced against 4 Elite Array characters already (although some might disagree). In my mind an Elite++ array using a 25 PB schedule really doesn't need dump stats because you can limit the upper range of the SAD full casters to 16s (or 18s after racial adjustment). This keeps the SAD casters closer to balance with the MAD martials.


Carbon D. Metric wrote:
Not to mention a fixed array would need to have an option to dump at LEAST 1 stat to 7 so that classes that are MAD, like clerics, rogues, or even worse monks don't get screwed.

Well, your array choices don't necessarily need to add up to the same point buy. It's very possible to offer a player a prebuilt array that technically would be 30 points but still isn't, in practice, better than what they could do with a cranked out 20 points.

RPG Superstar 2008 Top 16

I would allow a 20-point rebuild, but I wouldn't require it. While some characters have stronger stats, letting them keep them won't make a huge difference in the long run.

Once the paladin is rebuilt, he'll be fine. I suspect that he'd eventually shine even without that: Paladins are a very strong class in Pathfinder and he'll get to bump his charisma at 4th level.

Unaltered, your sorcerer will have a couple extra points on his Will save and he and the druid can load up their skills a bit. That may slight the rogue: If I got the impression that the rogue wasn't holding his own, I'd toss him a custom magic item that boosted a couple of his favorite skills (e.g.: a "face rogue" might find a cryptic mask, an item that grants a +5 to bluff and intimidate while granting the wearer a second save vs. divination magic and a saving throw to resist divinations which don't normally allow saves, such as detect invisibility).

The Exchange

Re: Paladin

5 words - swift action lay on hands


Wilhem wrote:

Re: Paladin

5 words - swift action lay on hands

I would have said "Smite lasts per opponent, not per attack" but that's pretty solid, too.


I'm just summarizing what many others have said, with a little added backup.

.

.

  • 20 point buy is the correct choice.
    15 point buy would weaken every character's stats, which would unnecessarily frustrating.
    25 point buy plus a double-sized party would put this group way over the top power-wise.
    Rolling stats is terrible in 3.0 and later. Earlier versions were made with rolled stats in mind, but the game isn't built for it anymore.

  • The paladin, properly built, will be a very strong character.
    Pathfinder rules make the Paladin much stronger. (Charisma focus, Mercy, Divine Bond weapon, etc.)
    A paladin will be especially good in this group because you're low on divine magic and high on melee, making Lay On Hands, Detect Evil, and even limited Divine Spells more desirable.

  • The druid will get weaker under Pathfinder rules.
    Shapechange has been fixed.
    He'll be going from 34 point value to 20.
    The wolf's trip ability is amazing at levels 1-3, but slowly weakens with level.
    (You may want to point out the APG Wolf Shaman to this player.)

  • Give everyone the same amount of experience.
    Seriously, this is important. It's the way the game is built. By having some characters at lower levels:
    1) You are punishing players for not being at game sessions, whether that is your intent or not.
    2) Creating a party that is not balanced with one another, just like you got with rolling stats, but in a way that will get worse over time.
    3) Creating headaches for yourself as the GM in trying to balance threats. Again, this will only get worse over time. (Iterative attacks, spells that count hit dice, and a dozen other examples.)


Blueluck wrote:
  • The paladin, properly built, will be a very strong character.
  • My advice is to focus on STR, CON & CHA if it's a "traditional tanking" Paladin. Not to say the others are "dump" stats, but CHA really does apply to MOST (if not ALL) of the Paladin's abilities in PF.

    Blueluck wrote:
  • The druid will get weaker under Pathfinder rules.
    Shapechange has been fixed.
    He'll be going from 34 point value to 20.
    The wolf's trip ability is amazing at levels 1-3, but slowly weakens with level.
    (You may want to point out the APG Wolf Shaman to this player.)
  • +1, Others have somewhat hinted to it, but when the Druid remakes his character, he should probably pick a "theme" of sorts and set his ability scores accordingly. "Wild Shaper" or "Caster-Controller/Companion", Companion can argueably be it's own theme, but that's more of a feat/spell-selection issue than stats.

    A "Wild Shaper" specifically, should have higher physical stats, as all of the shapeshifting/polymorphing in PF has been changed to provide bonuses to your existing stats. You no longer pick a monster from the Monster Manual(Bestiary) and get all of said creature's physical stats.

    EX: Beast Shape I:

    Beast Shape I
    Applies to Druid: Wild Shape, despite being a spell description.)
    When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

    Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

    Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

    The animal shaman variants in the APG are pretty cool, definitely worth looking into.

    EDIT: I apologize if you knew all of this, not my intention to be patronizing, just trying to help out. :)


    We use 30 point buy without being able to drop your stats below 10 to get more points, it works quite well for us, the PC's feel challeneged and the DM doesnt need to ramp things up much at all. Lets examine this by comparing 2 human wizards:

    Human Wizard 15 Point Buy: Str 7, Dex 16, Con 12, Int 20, Wis 7, Cha 7

    Human Wizard 30 Point Buy: Str 10, Dex 16, Con 13, Int 20, Wis 10, Cha 10

    Almost the exact same for the "important" stats of the class, only exception is character number 2 isnt a weak, naive, social pariah. This is just using a SAD character as an example, who it really helps out are the MAD characters (who, lets face it, are the ones who need the most help). Though that approach is about min/maxing, my take on the Wizard would probably something like:

    Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 13

    Then again, I like well rounded stats and characters.

    Liberty's Edge

    Personally, I would have just given out a few '+1's' to the low-stat people, but it sounds like you're sold on the point-buy gig.

    The paladin is very, very powerful class when done properly, but there are only a few methods that make the paladin effective. As a class, it has a very narrow execution, more narrow than any other class. While the RP possibilities are limitless, the combat possibilities boil down to:

    1) Smiting Paladin. It looks like your group's paladin is a good smiting paladin. The smiting paladin focuses on dealing damage and killing the enemy quickly and efficiently. I recommend giving this paladin a horse - you're third level and should be able to afford mounts, and this will double the paladin's mobility. Later on, the smiting paladin can get a Paladin Mount, which is very potent. I also recommend the smiting paladin puts skill points in 'ride'. The weakness of a smiting paladin at low level is usually mobility and defense - enemies will gang up on them because they're a very, very big threat.

    2) Immortal Paladin. The immortal paladin focuses on AC and defense - they are the wall that the party gets behind. The immortal paladin uses sword and shield, deals respectable damage, and can Lay on Hands to heal everything. The gnome or halfling makes a very good immortal paladin.

    3) Ranged Paladin. Your paladin isn't one of these, I can tell from the low dexterity, but it's possible.

    And that's about it, really.

    Has your paladin gotten to use Smite much yet? Smite got a LOT more powerful in Pathfinder, and even detect evil got a boost. The paladin should be behind the fighter in DPS until he finds a proper target for smiting, which is when he pulls way ahead.


    hRE: Paladin. Search the PFSRD for the Paladin Handbook to masochist tanking.

    Paladin's get LOH as a swift action on themselves now. That plus huge saves and heavy armour makes them REALLY hard to kill. LOH can also remove conditions like disease etc.

    The a IMHO 3 types of Paladin.

    1. Sword n Board TWF/Mounted- this style consumes all your feats but ups damage and AC. The paladin realizes that mounted requires a lot of room to work (i.e. Not in dungeons), so while he takes the horse as a divine bond, he mostly uses it as a flank buddy until 15 when he has a flying saddle then full attacks from horseback. At low levels were light armour+shield for speed, mithral breastplate when you can.

    Feats: H-TWF, Imp Shieldbash
    3- Doubleslice
    5- Power Attack
    7-ITWF
    9-Shieldslam
    11-Shieldmaster
    13-TWRend
    15-Mounted Combat
    17-Trick Riding
    19- Mounted Skirmisher

    2. Two Handed + Mounted. Mastering 2 styles early, This Paladin is easier to hit but does masters mounted much earlier and can afford flavor feats.
    H- WF, PA
    3- Cleave
    5- Mounted Combat
    7-Ride by Attack
    8-Spirited Charge
    9- Stepup
    11-Following Step
    13-Dazing Assault
    15- Stepup and Strike
    17-
    19-

    3. A ranged Paladin is scary good, but offends my senses. He uses and enchanted bow and forgoes the horse, taking weapon bond instead (to use on his backup Longsword)

    H- Point Blank Shot, Precise Shot
    3- PA
    5- Rapid shot
    7- Deadly Aim
    9- Manyshot
    11- (if elf) Stabbing shot
    13-
    15-
    17-
    19-

    Cheers

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