daemonprince |
At which point you've ignored the rules, and still said "At level 4, to deal with anything important you need one person with a maximized lockpicking skill, and a 1,600 gold item specifically to boost that skill and another person with at least a +9 modifier so they auto pass the aid another."
...Or you spend 60 gold on an adamantine bolt and never care about locks again.
Except ammunition such as a bolt, whether adamantine or not, is destroyed upon use. So your really spending 60 gold per door at that point, and if there are enough doors, your gonna run out...
ciretose |
What are some tricks to make the lower-tier classes shine?
For example: How do you make a Rogue useful when the wizard can just cast "Find Traps", "Detect Secret Doors", "Knock", "Invisibility", and lots of other spells that do what Rogue does better than Rogue can.
I'm interested in both actual experience (Things that did/didn't work) and theorycrafed solutions (Things that should/shouldn't work) which promote/reward use of the weaker classes.
A few things, that are already in games I play.
1. Real encounter days with real time constraits.
It doesn't have to be just about finding who to hit and hitting them lots in a single encounter. It can be about random encounters on the way to the multi-room dungeon that can aggro if you don't use good strategy.
You can't always beg off the encounter until you have time to memorize the right spells or buy the right equiptment, stuff is happening now and you have to deal with it as is.
2. The enemy isn't just waiting for you to come hit them.They are plotting and planning, setting up ambushes, even misleading you.
If you are learning about BBEG's weaknesses, he's trying to learn yours right back. And sometimes the BBEG is trying to feed you wrong info to set you up.
Don't cheat, but don't be afraid to use the reasources the BBEG would have in the same way the players use their resources against the BBEG.
3. Don't coddle and you will need everyone to fill a role to succeed.
If the encounters are easy, one person can shine by making it look easy. If everyone is challeged than they will need to figure out synergies to succeed together and everyone will feel important, because they will be important.
4. Learn the rules, close the loopholes.
All spells have limitations, and between immunities and saves there will always be a need for variety in any party, particularly if you follow rule two.
5. Grow a party from low level up, and let people die.
Evolutionary pressures caused by rule 3 will make the group work as a group, and the best party is the diverse and adaptable party.
One trick ponies are taken out by rule 2, when the BBEG adapts.
I have never seen it be a problem if you follow these rules. Bad builds die, selfish players die, the rest thrive and the fact that the challeges force them to change and adapt means it stays exciting.
6. Encourage creative problem solving.
If there is only one way to accomplish goals in your game, of course players will end up being one trick ponies.
If your players think of solutions that never occured to you, even if you think it "breaks" the story, let them do it and follow it to the logical conclusion. These often lead to the best adventures, and let's players think of how they can use what each class has in different ways.
7. Roll initiative for no reason occasionally.
Not every danger is an actual danger. Sometimes it's just the maid knocking on the door to change the sheets and you wasted that buff spell. Sometimes you detect traps where there are none.
Sometimes the scary noise in the bushes is a lost puppy.
8. Know your world as a DM so you don't have to railroad.
If you know your world you can improvise, if not...
9. Stop metagaming.
You don't know the things you know out of game in game, you don't always know what spell weaknesses are, so you don't always cast the right spell.
10. Reward players who do the work.
If someone shines because they put more time into planning the build, good. If they don't make a good build, or can't for a class they want to playn they will be happier when they move to another class they can play.
I hate playing fighters, personally. Not enough non-damage options for my personal taste. But I have a friend who loves them, pours over the books for every edge, and is hreat at playing them.
And he would hate playing clerics, which another friend I have loves playing so she can save everyone.
Personality effects how effective you will be with a given class.
Kirth Gersen |
Dire Mongoose wrote:But that's looking at things realistically, as if the characters were part of a larger, living world instead of the world being static outside of the adventuring party...CoDzilla wrote:...Or you spend 60 gold on an adamantine bolt and never care about locks again.Hypothetically, in an arms-race-taken-to-its-ultimate-conclusion kind of world in which 150 gp locks are on everything important but people just bypass them with 60 gp adamantine bolts, wouldn't all the locks on anything important end up being made out of adamantine themselves?
He's gone through this step-by-step further upthread, with the basic conclusion that, assuming the game rules reflect the laws of physics in the game world, then people do not rely on locks as anything other than a visual notice.
Kirth Gersen |
1. Real encounter days with real time constraits. You can't always beg off the encounter until you have time to memorize the right spells or buy the right equiptment, stuff is happening now and you have to deal with it as is.
9. Stop metagaming.
I like your list of good gaming habits, but even following it, I haven't seen the problem of class disparity at higher levels disappear. I do have a minor nitpick with two of your specific items as well.
1. This hurts warriors as much as, if not more than, casters. Once past low levels, I see fighting characters run out of hp and healing far faster than their caster allies can possibly run out of spells.
9. This is a pet peeve of mine. Look at it this way: I personally, on planet Earth, have a pretty good grasp of the laws of physics at a human scale, and of human interaction. If I jerk the hand brake of the car and yank the wheel, I have a pretty good idea of how it will react. I know that "red" lights mean that I should stop. I know that speeding tickets have as much to do with revenue as they do with safety. Etc. None of this is "metagaming" on the part of a phantom puppet-master who controls me; rather, it's the direct result of how things work, and of experience in living in a world in which they work that way. 90% of the stuff that people call "metagaming" is stuff that I'd call "common sense from having lived there."
ciretose |
And people thought adamantine was rare.
Well...it is.
Remember that most of the world is made of low level commoners.
60 gold pieces is a lot of money to a commoner. It can be half your starting money.
When you have these discussion, discussion of level needs to come into play.
Not to mention knocking a lock out is about as loud and inconspicuious as cutting through the door.
Dire Mongoose |
And yet we're talking about every lock ever made being adamantine.
It seems crazy, but if we're starting from a premise that there are 150 gp locks everywhere but people are just smashing them with 60 gp adamantine bolts...
Really, I think the more sensible solution is to derail one of those starting premises, because why would anyone learn to open locks if a universal skeleton key was that cheap? Or why would there be locks in the first place? By trying to "play as though the physics of the game were real" in this case I think you just end up knocking down the first in a long line of dominos that require the world to contort into stranger and stranger ways relative to our own to continue to make any semblance of sense.
Hell, even deciding "Adamantine stuff doesn't ignore hardness when it's being used as an improvised weapon, because it's really hard metal, not a lightsaber" is a step in the right direction.
Kaiyanwang |
TriOmegaZero wrote:And yet we're talking about every lock ever made being adamantine.It seems crazy, but if we're starting from a premise that there are 150 gp locks everywhere but people are just smashing them with 60 gp adamantine bolts...
Really, I think the more sensible solution is to derail one of those starting premises, because why would anyone learn to open locks if a universal skeleton key was that cheap? Or why would there be locks in the first place? By trying to "play as though the physics of the game were real" in this case I think you just end up knocking down the first in a long line of dominos that require the world to contort into stranger and stranger ways relative to our own to continue to make any semblance of sense.
Hell, even deciding "Adamantine stuff doesn't ignore hardness when it's being used as an improvised weapon, because it's really hard metal, not a lightsaber" is a step in the right direction.
The Moon. You know.. you have found it.
Mistwalker |
It doesn't matter what the locks are made out of.
If they are made out of adamantine, then an adamantine weapon would be used to cut the lock out of the door, bypassing the lock.
As a side note, if an admantine arrow is fired into the lock, it breaks the lock, but doesn't necessarily open the lock. If you hammer a spike thru a lock, chances are all you have done is made it so that no one can open the lock, not unlocked it for yourself. At best, you have to pull little pieces out of the lock, to be able to pull the bolt or some such.
If it is a common tactic to use admantine arrows on locks, then likely the locks would be either fail locked, or would have some kind of trap that would go off when the arrow broke the lock. And quite likely, be set up in such a way that you had to be close to fire that arrow - like the way gatehouses and streets were often designed to not allow charges.
ciretose |
ciretose wrote:1. Real encounter days with real time constraits. You can't always beg off the encounter until you have time to memorize the right spells or buy the right equiptment, stuff is happening now and you have to deal with it as is.
9. Stop metagaming.
I like your list of good gaming habits, but even following it, I haven't seen the problem of class disparity at higher levels disappear. I do have a minor nitpick with two of your specific items as well.
1. This hurts warriors as much as, if not more than, casters. Once past low levels, I see fighting characters run out of hp and healing far faster than their caster allies can possibly run out of spells.
I agree with you on "metagaming" being overused as a term. My rule is "if you faced it before in this campaign, I'll tell you even if you don't remember IRL, but if not you have to roll even if you personally know."
I am blanking at the moment on specific examples, but I agree with what you wrote. I find when I play with fellow DM's it isn't an issue as we all get where the line is.
As to hit points, I've never seen it be a major problem outside of low levels to recover between encounters. Between potions, channeling clerics, and at later levels items that heal hit points per round get passed around, in my experience.
Either way, you "can" get hit points back. Spells are gone until you rest for 8 hours.
And it isn't just running out of spells, it is running out of useful spells if you are carrying any kind of utility spells. This is of course less so for spontaneous, but they lose the versatility and have a slower progression.
Back to hit points someone is going to soak the attack damage if there is any damage to be taken. There is at least a decent chance they miss the armored person.
Arcane casters get hit also, and they also can't heal themselves. They just don't have as many hit points and they are at risk of losing spells if the opponent is next to them, at least at low levels.
james maissen |
Since you cannot Aid Another on lockpicking, you must have a +6 item in that instance, otherwise you cannot get it even on a take 20. 6 squared * 100 = 3,600.As for why they are better off running through the trap, that's very simple.
1: Traps are trivial in PF.
2: Giving enemies time to buff makes them immensely more difficult than if they do not have time to buff.Going slow = they have time to buff. Your own buffs wear off.
Going fast = they do not have time to buff. Your own buffs do not wear off.So you see, slowing down to deal with traps makes things much worse because not only do you lose your advantage of momentum, you deliberately relinquish it to the enemy.
A few problems with this.
1. I wasn't factoring in Aid Another into the lockpicking rolls, someone else was but I wasn't. Also you're misreading that part of the section.. it's talking about trained only skills. Think someone else already addressed this in detail.
2. Traps need not be trivial, that's your DM's fault again.
3. I do agree that giving enemies time to buff is bad. You set off a trap, you alert the enemy to where you are. They buff and ambush you as you're running through another 'useless' trap. You now suffer both the trap and the encounter with buffed enemies. Enjoy. Oh and this trap is dropping you in a silence and targeting you with dispels. Have fun.
Slowing down for traps can be worse if you're needing to run right then. But with decent planning you don't fall into this. Also knowing that you are about to run into a trap while running is much better as you might alter your course.
Letting the enemy know that you even exist is a mistake. You've hey diddle diddled it a bit too many times with your DM I'm thinking,
James
james maissen |
1. This hurts warriors as much as, if not more than, casters. Once past low levels, I see fighting characters run out of hp and healing far faster than their caster allies can possibly run out of spells.9. This is a pet peeve of mine. 90% of the stuff that people call "metagaming" is stuff that I'd call "common sense from having lived there."
1. Really? Get better casters or buy the barbarian some armor. In LG my cleric had accumulated 35 pearl 1s by the end of his career. Healing for 11hps a use it handled downtime healing as well as bringing back Shields of Faith, etc. In PF you have similar spells, and wands if you don't want to craft that many pearls.
Hp loss is something to worry about during combat, not outside of combat. Past low levels it should never be an issue.
9. It comes in different forms. 'Detect class' is a common problem. When I would DM in LG I wouldn't ask classes at the start but descriptions. I would draw certain conclusions based on how I could observe the PC. Afterwards I'd find out, but if the light armored elf with a bow happened to be a cleric how's anyone to know on first sight?
Keeping track of what the bad guys know is very important.
If you see an archer and try to hit them with a will save that's not metagaming. Meanwhile if you elect not to hit the elf archer I described above without seeing her cast a cleric spell... it certainly is metagaming.
Having the enemy make a few 'mistakes' that they would never make if they were omniscient but would likely make knowing what they do know is good form.
-James
vuron |
Dear God people, obviously if there are rules like Adamantite ignoring hardness that end up breaking world design then perhaps those rules should be modified in a way that no longer breaks the world.
Adamantite blades provides a nice set of visual imagery that has been used throughout genre fiction, most famously with Sniktbub's errr Wolverine's Adamantium claws. In comics the ability to neatly bypass any sort of barrier with claws really only steps on the skill set of Gambit (maybe Storm) but mainly exists as an interesting toolset for making Wolverine "the best there is at what he does".
However looking at the context of D&D where there is a core archetype whose primary role is skillmonkey having a weapon special ability that makes skill use somewhat irrelevant is a bad design.
In the case of bad design you can come up with all sorts of reasons why the ability as written doesn't work in 75% of the situations or you can just accept that adamantite weaponry makes disable device checks somewhat irrelevant both of which are instances of the RAW trapping you and forcing you to make bad world building choices or you can re-write the section on adamantite weaponry so that it no longer functions as a +5 vorpal lock pick ;)
My personal choice would be to give adamantite weaponry some intrinsic ability to bypass hardness but that higher levels require significant magical bonuses. This would mean that cleaving through a column of solid iron would be something more appropriate at a higher level than 3rd :|
Viola locks remain useful tools for more than 2-3 levels of the game :D
Or was this thread not about making other tiers more viable?
cranewings |
The difference between marvel and D&D is that in D&D you can buy adamantine at the store, while in marvel you have to be in Weapon X, the Avengers, or be the Black Panther to have any Adamantium.
The price of adamantine in D&D should be about 1000 times its weight in gold if it is what it is suppose to be (marvel).
And even then, where are these furnaces that are able to melt it? Where are the black smiths that can work with it? The price for WORKED adamantine should be even higher.
It is cute that they made it so cheap so that there was an easy way for fighters to carve up people using stone skin, but really, it is kinda stupid.
Kamelguru |
Marvel is a silly comic book universe that doesn't even have internal logic. PF is a extremely high fantasy setting where hundreds of monsters exist, and magic can do all the stuff skills fails to do.
Want the secret of of adamantite? Get a huge chunk of iron (or any other metal), buy a scroll of polymorph any object, turn it into adamantite (same kingdom, shape and so on, means it is permanent), cast fabricate and make lots of masterwork swords. Only drawback is that you need to invest ranks in craft (Weaponsmith).
If you are cool enough to cast fabricate on your own (lv9 wiard), this whole ordeal costs you whatever a big piece of iron costs, 3000 for a lv8 scroll and a day of making the smiths want to kill themselves for not studying magic.
voska66 |
TriOmegaZero wrote:Aid Another under Using Skills wrote:In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.I always took that to mean you couldn't Aid Another for a skill that can't be used unskilled if you don't have that skill, basically.
In other words, you'd need to have a point in Disable Device to assist with Disable Device.
That's how I read that line. It's up the GM to apply any other restrictions like the small size part.
vuron |
Marvel is a silly comic book universe that doesn't even have internal logic. PF is a extremely high fantasy setting where hundreds of monsters exist, and magic can do all the stuff skills fails to do.
Want the secret of of adamantite? Get a huge chunk of iron (or any other metal), buy a scroll of polymorph any object, turn it into adamantite (same kingdom, shape and so on, means it is permanent), cast fabricate and make lots of masterwork swords. Only drawback is that you need to invest ranks in craft (Weaponsmith).
If you are cool enough to cast fabricate on your own (lv9 wiard), this whole ordeal costs you whatever a big piece of iron costs, 3000 for a lv8 scroll and a day of making the smiths want to kill themselves for not studying magic.
Incorrect Polymorph any object cannot be used to make material of great intrinsic value such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot replicate Cold Iron for the purposes of bypassing DR.
Infinite wealth exploits have been significantly revised or eliminated from PF.
Starbuck_II |
Mischievious look
What if destroying the lock with the adamantine arrow activated some kind of anti-magic field, which collapsed the ceiling of the room (magic no longer holding it up), crushing everyone in the room?
Assuming there is a Rogue, trapfinding means he knows there is a trap and will disable it first.
So that will only work if no one searches for traps.And yes, Rogues have the extraordinary ability to disable a trap despite the method may not be normal. They just can.
Kamelguru |
Kamelguru wrote:Marvel is a silly comic book universe that doesn't even have internal logic. PF is a extremely high fantasy setting where hundreds of monsters exist, and magic can do all the stuff skills fails to do.
Want the secret of of adamantite? Get a huge chunk of iron (or any other metal), buy a scroll of polymorph any object, turn it into adamantite (same kingdom, shape and so on, means it is permanent), cast fabricate and make lots of masterwork swords. Only drawback is that you need to invest ranks in craft (Weaponsmith).
If you are cool enough to cast fabricate on your own (lv9 wiard), this whole ordeal costs you whatever a big piece of iron costs, 3000 for a lv8 scroll and a day of making the smiths want to kill themselves for not studying magic.
Incorrect Polymorph any object cannot be used to make material of great intrinsic value such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot replicate Cold Iron for the purposes of bypassing DR.
Infinite wealth exploits have been significantly revised or eliminated from PF.
Good catch. Then getting a huge chunk of adamantite might pose a problem, depending on availability, until you can just go to the moon and have a huge earth elemental tug one out. Still easy enough to make stuff though.
Mistwalker |
Mistwalker wrote:Mischievious look
What if destroying the lock with the adamantine arrow activated some kind of anti-magic field, which collapsed the ceiling of the room (magic no longer holding it up), crushing everyone in the room?
Assuming there is a Rogue, trapfinding means he knows there is a trap and will disable it first.
So that will only work if no one searches for traps.
And yes, Rogues have the extraordinary ability to disable a trap despite the method may not be normal. They just can.
I have no doubt that if a rogue were there, they would have a chance of spotting that kind of trap, if they were looking.
My tongue in cheek post was directed at the idea that adamantine arrows make all locks irrelevant, that there was no defence against them. Any weapon/technique, if used often enough, will generate a counter weapon/technique.
Mojorat |
wouldn't knowing where to poke with your improvised adamant e bolt to disable the lock actually be a disable device chichi? given you on fact can not cut with a bolt just poke holes at 1d4 damage.
the bolt itself seems extremely game me hanivy given the cost difference between it and a dagger.then using the bolt like itbwere a dagger.
CoDzilla |
CoDzilla wrote:...Or you spend 60 gold on an adamantine bolt and never care about locks again.Hypothetically, in an arms-race-taken-to-its-ultimate-conclusion kind of world in which 150 gp locks are on everything important but people just bypass them with 60 gp adamantine bolts, wouldn't all the locks on anything important end up being made out of adamantine themselves?
Eventually. But once that happens for 3,150 gold a pop as locks do not get the ammo discount people just start cutting the locks out of the doors and selling them. If the whole door gets made of adamantine, slice the hinges and make even more profit. If they're adamantine too, cut the walls.
CoDzilla |
TriOmegaZero wrote:And yet we're talking about every lock ever made being adamantine.It seems crazy, but if we're starting from a premise that there are 150 gp locks everywhere but people are just smashing them with 60 gp adamantine bolts...
Really, I think the more sensible solution is to derail one of those starting premises, because why would anyone learn to open locks if a universal skeleton key was that cheap? Or why would there be locks in the first place? By trying to "play as though the physics of the game were real" in this case I think you just end up knocking down the first in a long line of dominos that require the world to contort into stranger and stranger ways relative to our own to continue to make any semblance of sense.
Hell, even deciding "Adamantine stuff doesn't ignore hardness when it's being used as an improvised weapon, because it's really hard metal, not a lightsaber" is a step in the right direction.
Not "everywhere". "On anything important level 4 characters are going to be fooling with and on just about anything level 8 characters are going to be fooling with."
2. Traps need not be trivial, that's your DM's fault again.
No, traps are trivial because PF nerfed them. You don't get to shift the blame onto someone else. After all, DC 23 CR 10 AoE SoD traps are actually credible threats. CR 18 traps that throw a spear at you for piddly damage and a pass on a 2 save vs poison are something to laugh off and get an insane amount of free experience from.
3. I do agree that giving enemies time to buff is bad. You set off a trap, you alert the enemy to where you are. They buff and ambush you as you're running through another 'useless' trap. You now suffer both the trap and the encounter with buffed enemies. Enjoy. Oh and this trap is dropping you in a silence and targeting you with dispels. Have fun.
Assuming the trap does alert them, they get about a round of warning. Compare to going slow where they get several minutes. Which means they now know absolutely everything about you. Even the stuff YOU don't know about you. Meanwhile the Silence is DC 13 negates, so you pass on a 2, and that also hinders the enemy and Dispels are heavily nerfed in PF so you still do not care.
Letting the enemy know that you even exist is a mistake. You've hey diddle diddled it a bit too many times with your DM I'm thinking,
Yes, letting the enemy know you exist is a mistake. That's why you must make sure the time between entry and securing the target location is as low as possible. No one is advocating going in there beating drums, so I dunno why you keep making inane comments to that effect. The ideal party is not unlike a team of Navy SEALS. And since one of the players in my game actually was a Navy SEAL, and remarked on the similarity of such tactics to what he used to do...
CoDzilla |
A few things, that are already in games I play.
1. Real encounter days with real time constraits.
It doesn't have to be just about finding who to hit and hitting them lots in a single encounter. It can be about random encounters on the way to the multi-room dungeon that can aggro if you don't use good strategy.
You can't always beg off the encounter until you have time to memorize the right spells or buy the right equiptment, stuff is happening now and you have to deal with it as is.
2. The enemy isn't just waiting for you to come hit them.They are plotting and planning, setting up ambushes, even misleading you.
If you are learning about BBEG's weaknesses, he's trying to learn yours right back. And sometimes the BBEG is trying to feed you wrong info to set you up.
Don't cheat, but don't be afraid to use the reasources the BBEG would have in the same way the players use their resources against the BBEG.
3. Don't coddle and you will need everyone to fill a role to succeed.
If the encounters are easy, one person can shine by making it look easy. If everyone is challeged than they will need to figure out synergies to succeed together and everyone will feel important, because they will be important.
4. Learn the rules, close the loopholes.
All spells have limitations, and between immunities and saves there will always be a need for variety in any party, particularly if you follow rule two.
5. Grow a party from low level up, and let people die.
Evolutionary pressures caused by rule 3 will make the group work as a group, and the best party is the diverse and adaptable party.
One trick ponies are taken out by rule 2, when the BBEG adapts.
I have never seen it be a problem if you follow these rules. Bad builds die, selfish players die, the rest thrive and the fact that the challeges force them to change and adapt means it stays exciting.
6. Encourage creative problem solving.
If there is only one way to accomplish goals in your game, of course players will end up being one trick ponies.
If your players think of solutions that never occured to you, even if you think it "breaks" the story, let them do it and follow it to the logical conclusion. These often lead to the best adventures, and let's players think of how they can use what each class has in different ways.
7. Roll initiative for no reason occasionally.
Not every danger is an actual danger. Sometimes it's just the maid knocking on the door to change the sheets and you wasted that buff spell. Sometimes you detect traps where there are none.
Sometimes the scary noise in the bushes is a lost puppy.
8. Know your world as a DM so you don't have to railroad.
If you know your world you can improvise, if not...
9. Stop metagaming.
You don't know the things you know out of game in game, you don't always know what spell weaknesses are, so you don't always cast the right spell.
10. Reward players who do the work.
If someone shines because they put more time into planning the build, good. If they don't make a good build, or can't for a class they want to playn they will be happier when they move to another class they can play.
I hate playing fighters, personally. Not enough non-damage options for my personal taste. But I have a friend who loves them, pours over the books for every edge, and is hreat at playing them.
And he would hate playing clerics, which another friend I have loves playing so she can save everyone.
Personality effects how effective you will be with a given class.
I bolded all the parts that mean low tier classes die early and often, while the others do just fine.
For reference:
Tier 4: Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competance without truly shining. Rarely has any abilities that can outright handle an encounter unless that encounter plays directly to the class's main strength. DMs may sometimes need to work to make sure Tier 4s can contribue to an encounter, as their abilities may sometimes leave them useless. Won't outshine anyone except Tier 6s except in specific circumstances that play to their strengths. Cannot compete effectively with Tier 1s that are played well.
Examples: Rogue, Barbarian, Warlock, Warmage, Scout, Ranger, Hexblade, Adept, Spellthief, Marshal, Fighter (Dungeoncrasher Variant)
Tier 5: Capable of doing only one thing, and not necessarily all that well, or so unfocused that they have trouble mastering anything, and in many types of encounters the character cannot contribute. In some cases, can do one thing very well, but that one thing is very often not needed. Has trouble shining in any encounter unless the rest of the party is weak in that situation and the encounter matches their strengths. DMs may have to work to avoid the player feeling that their character is worthless unless the entire party is Tier 4 and below. Characters in this tier will often feel like one trick ponies if they do well, or just feel like they have no tricks at all if they build the class poorly.
Examples: Fighter, Monk, CA Ninja, Healer, Swashbuckler, Rokugan Ninja, Soulknife, Expert, OA Samurai, Paladin, Knight
Tier 6: Not even capable of shining in their own area of expertise. DMs will need to work hard to make encounters that this sort of character can contribute in with their mechanical abilities. Will often feel worthless unless the character is seriously powergamed beyond belief, and even then won't be terribly impressive. Needs to fight enemies of lower than normal CR. Class is often completely unsynergized or with almost no abilities of merit. Avoid allowing PCs to play these characters.
Examples: CW Samurai, Aristocrat, Warrior, Commoner
= Tier 4s only outperform NPC classes, and not even all of the NPC classes. It only gets worse from there. Note the emphasis on being a one trick pony, inherent to low tier classes. Of particular notice is that the Adept = an NPC class, ranks higher than multiple PC classes. I bolded the classes that are in PF, to illustrate the relevance of that quote (which is still at worst true... if not, the PF versions are lower tier).
CoDzilla |
CoDzilla wrote:Except ammunition such as a bolt, whether adamantine or not, is destroyed upon use. So your really spending 60 gold per door at that point, and if there are enough doors, your gonna run out...At which point you've ignored the rules, and still said "At level 4, to deal with anything important you need one person with a maximized lockpicking skill, and a 1,600 gold item specifically to boost that skill and another person with at least a +9 modifier so they auto pass the aid another."
...Or you spend 60 gold on an adamantine bolt and never care about locks again.
When fired, yes. You're not shooting it.
daemonprince |
daemonprince wrote:When fired, yes. You're not shooting it.CoDzilla wrote:Except ammunition such as a bolt, whether adamantine or not, is destroyed upon use. So your really spending 60 gold per door at that point, and if there are enough doors, your gonna run out...At which point you've ignored the rules, and still said "At level 4, to deal with anything important you need one person with a maximized lockpicking skill, and a 1,600 gold item specifically to boost that skill and another person with at least a +9 modifier so they auto pass the aid another."
...Or you spend 60 gold on an adamantine bolt and never care about locks again.
So your doing a d4 of weapon damage to a lock with an improvised weapon. The lock probably should have close to 30 HP's. It also specifically states that objects take half damage from ranged weapons, which bolts are listed as (though thats a different arguement as to whether that would count if using it as an improvised weapon), and really without firing it, I would rule that poking a lock with a stick with a metal point on it would fall under the innefective weapons portion of the rules.
Starbuck_II |
So your doing a d4 of weapon damage to a lock with an improvised weapon. The lock probably should have close to 30 HP's. It also specifically states that objects take half damage from ranged weapons, which bolts are listed as (though thats a different arguement as to whether that would count if using it as an improvised weapon), and really without firing it, I would rule that poking a lock with a stick with a metal point on it would fall under the innefective weapons portion of the rules.
Actually, bolts aren't ranged weapons. Crossbows are ranged weapons.
Read the rules: bolts are melee weapons in the PSRD.So you don't deal 1/2 damage.
http://paizo.com/pathfinderRPG/prd/equipment.html
Locks do have 30 hps so I hope the guy is power attacking with the bolt.
Squidmasher |
As for Paladin tiers, you're right. It's probably lower.
This needs some explanation. The Paladin got a huge buff in Pathfinder. Please enlighten me as to how the Paladin got worse. I can understand your arguments on the other martial classes even if I don't necessarily agree with them, but this one just flabbergasts me. So, if you would be so kind, please support that statement. I'm genuinely interested in knowing why you think this.
daemonprince |
daemonprince wrote:Forgot to ask in my last post, what happens when you run into a door thats barred on the other side rather than having a lock on it?You break it down, but you still don't pick the lock. And to your other post: Nope.
I am sure your all caster group is great at breaking down a door.
And Kaiyanwang would be right, if being taken seriously was the desired reaction, which it obviously is not.
james maissen |
No, traps are trivial because PF nerfed them.Assuming the trap does alert them, they get about a round of warning.
Assuming the trap does alert them, they get about a round of warning. Compare to going slow where they get several minutes. Which means they now know absolutely everything about you. Even the stuff YOU don't know about you. Meanwhile the Silence is DC 13 negates, so you pass on a 2, and that also hinders the enemy and Dispels are heavily nerfed in PF so you still do not care.
I disagree with about everything here.
Why do they only get about a round of warning? Where are they? Do you even know? You likely didn't even know about the trap that you set off.. how do you know where they are in relation to it?
Likewise if the party is silent, isn't setting off traps and breaking through doors there's no reason for the enemy to know where they are.
The enemy didn't morph into existence.. they've lived for YEARS... minutes doesn't matter unless the timer has been started... say by triggering a trap.
"Meanwhile" the silence wasn't targeted on you... so there's no DC to resist it.
Dispels were altered in PF. The caster level cap on them was removed. They can only get one spell/use so it's not worthwhile to load it as a spell.. but it's quite annoying when it hits you multiple times. It certainly hits you more than a round or two to bypass a trap does for your running buff spells.
As to your military friend, ask him how advisable 'hey diddle diddle' is for a combat strategy. Shock and Awe can be great, but that relies upon knowing where to strike.. something that you don't always get.. and almost never get without being able to scout in some manner.
-James
Kamelguru |
CoDzilla wrote:This needs some explanation. The Paladin got a huge buff in Pathfinder. Please enlighten me as to how the Paladin got worse. I can understand your arguments on the other martial classes even if I don't necessarily agree with them, but this one just flabbergasts me. So, if you would be so kind, please support that statement. I'm genuinely interested in knowing why you think this.As for Paladin tiers, you're right. It's probably lower.
Some "if"s in here if his statement is to hold true.
There are a few spells still that offer no save, and debilitates ways outside HP. Because a paladin is one of the few classes that reliably WILL make saves. I am playing a lv8 paladin/monk (1 dip level for flavor and archery boost), my saves are F+15, R+13, W+13, before buffs. I have means to increase them.
Hitting me with enervation will steadily reduce my levels, and as long as the mage is able to keep out of sight and hit me several times, I will go down from negative levels. Not quite sure how he would do that, if some Greater Invis mage is spamming me, I ready an attack to shoot at the origin of the ray. With 3.5 splats, no problem, core... not so sure.
Summons? Meh, nothing you can summon will stand even a round against me barring huge level differences. I got oils, scrolls and potions to overcome any resistance and such.
He can't get me when I sleep, because I don't. Lay on hands to remove fatigue when I get tired.
If he is given time to prepare against me, I imagine he could build up a load of scrolls and whatnot, and keep hitting my weaknesses. No-save stuff that does ability damage and such can be a hassle.
If the mage is evil, I win. Seriously, no level-appropriate mage will hit me, even with ranged touch, on anything but a 16+ when I smite it, and given two rounds, I make all your saves on anything but a 1.
If we look away from the whole Me vs Imagination Wizard, and look at the contribution I can offer, sure, I kill stuff. But I do it damn well. A caster can do all manner of stuff, but any trick he can conjure is prone to failure, due to saves, low to-hit, inferior combat abilities and so forth. Unless you include the fallacy that "Caster always knows what it is going to fight, and is always prepared and fully buffed."
cranewings |
I'd like to see someone jam a sharp stick directly into a keyhole at full force. Let's list all the things more likely to happen than punching out the lock:
Lock break, held shut.
Lock breaks, makes a loud noise, held shut.
Lock doesn't break because the person stabbing it isn't strong enough to push metal through metal.
The bolt hits, but without a grip the lock smasher just slides his hand down the bolt, punching the door real hard.
I want everyone that thinks this is easy or smart to draw a thin pencil line on the wall, then try to poke it with a sharp stick as hard and fast as you can, then record your ratio of hits to misses. If any of you sword fighters (I'm sure a lot of people on this board are) find that your point focus training translates to this, I'll be shocked. Only exact hits counts.
Measure the ratio of loud noises you make to actual, perfect full power hits you make.
Breaking out a metal lock with a metal spike is just about the stupidest thing I've heard on here.
wraithstrike |
james maissen wrote:CoDzilla wrote:Also, any approach along the lines of "get them to waste buffs on traps" really just means "party runs through traps and is better off than if they did not".Shame on your DM for that.
If they don't have things go far tougher for you barging and stomping around then why bother not doing so?
Not sure what 3,600gp item you were referring to either, was it your adamantine tool to destroy the 150gp locks that others would have collected?
-James
1: Traps are trivial in PF.
Not in my games. I noticed a long time ago traps = free XP. I am very much against free XP so if I have a trap and it goes someone someone(s) because I always design them to affect several people will either be on their to dying or have a serious affliction. I normally throw the trap in front of a fight so they party goes into the fight weaker, and I make sure it is not a safe zone for resting. Hitting someone with (insert bad thing) just so they can rest and prep the correct spell before they continue on is pointless to me.
PS:I am well aware we are not talking about my games. The point was if anyone is going to use a trap then don't make it convenient to go back to town/rest/etc to get rid of the bad thing. Codzilla I was just using your post to get a point across.
wraithstrike |
CoDzilla wrote:This needs some explanation. The Paladin got a huge buff in Pathfinder. Please enlighten me as to how the Paladin got worse. I can understand your arguments on the other martial classes even if I don't necessarily agree with them, but this one just flabbergasts me. So, if you would be so kind, please support that statement. I'm genuinely interested in knowing why you think this.As for Paladin tiers, you're right. It's probably lower.
I am waiting to hear this one also.
Flux Vector |
It probably has to do with tiers referring to breadth of capability for accomplishing things, not statistical combat power or survivability - survivability in particular seems to be rather under-valued by the classic 'tier' definitions.
IMO the 'lower tier' characters have never been useless in the way many seem to place them, and rather the physical characters and the magical characters in a well-running party have a symbiosis where the magic-users alter the battlefield and apply buffs and debuffs in order to set up the enemy for the physical characters who have high no-save hp damage offenses to knock down. The casters thus expend fewer spells for the same or even bigger victory, by making the situation into one for their lower-tier comrades to shine in and apply their specific strengths to.
Kamelguru |
Of course, a symbiosis between party members is more or less what the game is all about. My paladin, for all his capability alone, is that much more effective with a haste, enlarge person and a prayer going. And the casters are so much more effective when they don't have to worry about having their faces torn off by the opposition as I step in and stop the big bads dead in their tracks.
And yes, the casters are the ones that "win" the fight for the most part. They arrange so I can come in and kill the beasts that much easier. Looking back at the encounters we have faced, the casters "own" one of my best hits per round from Haste alone.
However, unless you are running an all caster party and start at lv5-7, there is no way of always knowing what is around the corner, and without me standing there, there would have been several TPKs. Level-appropriate animal companions are strong, but nowhere near as resilient and powerful as my character.
I do worry about higher levels though, when monsters have more SLAs than you can shake a stick at, and even though I can take anything they can chuck at me, my party cannot. And there is no mechanism in PF to let me draw their attention. So, barring the acquisition of magical items (we already have several threads on this) that allow me to continue doing my job, I will find myself in the crap tier, as my superior resistance and damage output will become irrelevant.
Luckily, the rest of the party are casters, and should be able to bring things down so I can eviscerate them.
Zombieneighbours |
Kierato wrote:A good way to limit spell casters is to throw out 4 to 6 encounters a day (not per session, unless your session is a day). They will run out of spells, leaving the rogue and monk still able to do the majority of their stuff. Make this the norm and mages will have to ration their spells.And if you don't want to have that many per day? What do you do if you have less? What do you do if you have maybe 1 encounter per day?
Split the parties efforts. Ensure that the encounters win conditions are set up so that every member of the party must be forfilling their niche in every turn of the combat, or the group is likely to fail.
- locked door (rogue needs to opens so the group can escape before drowning)
- rising water (time sensitive encounter)
- veritabe horde of monsters (wizard and cleric crowd control)
- boss monster (Figter kills)
ProfessorCirno |
The problem with "symbiosis" is that you don't need half of it. It's parasitism - the martial class needs the caster, but the caster doesn't need the martial class. A fighter can be replaced with a cleric, or a druid's animal companion, or even a wizard who has shapeshifted or summoned a monster. The wizard cannot be replaced with a fighter.
The problem is this: Class (or prestige class or characters with feat) X gets a class feature, this feature is one of two things. It is either a really cool feature that people will like and in the next splat (or chapter) Spell Y will replicate it, or it is a rehash of Spell Y which was already designed, and invariably it will be more costly than the spell slot Spell Y occupied.
cranewings |
The problem with "symbiosis" is that you don't need half of it. It's parasitism - the martial class needs the caster, but the caster doesn't need the martial class. A fighter can be replaced with a cleric, or a druid's animal companion, or even a wizard who has shapeshifted or summoned a monster. The wizard cannot be replaced with a fighter.
The problem is this: Class (or prestige class or characters with feat) X gets a class feature, this feature is one of two things. It is either a really cool feature that people will like and in the next splat (or chapter) Spell Y will replicate it, or it is a rehash of Spell Y which was already designed, and invariably it will be more costly than the spell slot Spell Y occupied.
I feel like statements like these are only qualified by saying that you are talking about really high level characters.
My party is about to hit 8th level, and I am already finding combat obnoxious at 7th. It takes the hasted many-shot ranger all day to roll his attacks, even if I just tell him what the AC is.
I don't understand how the game is fun past 10th. If wizards get to good then, that isn't the only reason to quit playing and start over at that point.
Mistwalker |
It takes the hasted many-shot ranger all day to roll his attacks, even if I just tell him what the AC is.
You might want to suggest to the archer that they have several sets of dice, different colors, and roll them all at once.
ex: hasted archer, manyshot at 7th would have 4 shots, so they roll 4 d20s and 4 d8s. If they know that the *blue* dice are the secondary attack, then it only takes a couple of seconds to know which shots hit and what their damage is.
My group has been doing that for ages and it has sped up game play when multiple attacks are happening.