
Kaiyanwang |

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.
disagree here. For the gamestyle of my group at least, you cannot do good without at least 1 meleer for a number of reasons.
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 agree here 'though.

james maissen |
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.
You can work with slower players to speed up their combat turns.
Whether the player's PC is an archer, a summoning caster, or whatever it's the player.
There are tricks of the trade that you can pick up. The other poster listed one (colored dice and rolling all at once).
In general it takes a nice but firm hand to insist upon speed,
James

wraithstrike |

ProfessorCirno wrote: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.
Why can't he roll multiple dice at once, and if he is not good at math then have someone who is sit next to him so they can speed the game up. When I play I normally add people's rolls up to speed things along. There are many threads on this site with hints on how to help slower players.

wraithstrike |

cranewings wrote:Why can't he roll multiple dice at once, and if he is not good at math then have someone who is sit next to him so they can speed the game up. When I play I normally add people's rolls up to speed things along. There are many threads on this site with hints on how to help slower players.ProfessorCirno wrote: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.
Darn I was ninja'd

wraithstrike |

ProfessorCirno wrote: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.disagree here. For the gamestyle of my group at least, you cannot do good without at least 1 meleer for a number of reasons.
I agree here 'though.
I recently got past level 15, and I am struggling to keep the fighter relevant. This started at around level 12 or 13. I have already decided that until I come up with some houserule I probably won't run a game past 15 again. I am really having to play dumb in a lot of fights.
If you are past level 13 I would like to know what you are doing.

Kaiyanwang |

Well, let's start with a question.. why the fighter is not relevant( in your game) ?
(I DM a large group of PF only at the moment, level 14).
Generally, I play monsters, barring certain random encounters, as well aware of the danger casters represent - so, smart and/or rich ones are able to afford protections.
This is particulary true if such monsters are part of a faction of sworn enemies of the PCs.
In dungeons and wilderness both, spellslots can be wasted because of hit and run tactics, and false alarms.
Moreover, encounters are not so "standards". Fight can happen in strange places, during any sort of event, and not necessarily against the expected enemies. A lot of times s sword or a grapple check is more reliable.
I use several NPCs as enemies, and in group with monsters (I prefer encounters of more enemies, over CR, and rarer in decisive part of the story) so casters do not "dominate", casters avoid people die.
Melee on the othr hand keep things away thorugh stuns, grapples, bull rushes, trip, or simple "if it's dead will not charge the wizard".
Moreover, a lot of times I read of "I win" spells, it seems odd to me. You can never say what you have in front of you, better buff up meleers and have them beat enemies up with their reliable physical attacks.
One could argue summon can do the job, but banishments, protection and similar stuff a lot of times does not make summons and calling work 100%.
The same with defensive spells - yeah magic is powerful but this or that monsters has immunity or similar things and you can beat invisibility with flour if you have a chance...
I can see casters have more plot twisting spells, but meleers can "ruin" (I prefer say "change") my story with a surprise, powerful crit, and exploration (rogue do this a lot of times), or change and interact with the world using magic items, skills or simple RPG.

Flux Vector |
Basically, as your level goes up more the melee does take on the supporting role for the caster. The caster almost surely wins the fight, in terms of battle strategy, but the fighter still is the one who walks up and kills the other guy. The exhausted/slowed/walled-in/pit-trapped/webbed or whatever other guy.
The fighter is best for this because he does a lot of hitpoints damage fast without a spell/day cost and with no save or spell resistance, and if the other guy survives long enough to offer some retaliation, he has enough hitpoints to absorb a lucky crit or the like and still be standing.
In the meantime, one thing the fighter can do to be effective is to guard the casters - screening them, heading off charges, and smacking down anything that comes in close to attack them. His presence as a high-damage threat near the caster(s) gives enemies a tactical problem - by positioning everyone right, if they close in to threaten the casters with melee, they're going to eat a full attack from that fighter before they get to try and full attack the caster. If they don't, the fighter just CC'd that enemies from doing what they really wanted, by virtue of standing where he is.
It's not flashy and glamorous but it's often effective, and in fact with really well-built melees you might even see tactics where the casters invis the melees, then use themselves as bait to draw enemies out... only for said enemies to get mowed down by the invisible fighter.

Kaiyanwang |

.. only for said enemies to get mowed down by the invisible fighter.
This is a thing I see happen a lot of time. The strategy is dictated by magic attack and defenses, but the RESOLUTION of the situation is based on melee.
Not that always happen - it would be boring having all the high level stuff happen in the same way.

james maissen |
I recently got past level 15, and I am struggling to keep the fighter relevant. This started at around level 12 or 13. I have already decided that until I come up with some houserule I probably won't run a game past 15 again. I am really having to play dumb in a lot of fights.If you are past level 13 I would like to know what you are doing.
The game changes around that point, and it's hard to change horses mid stream as it were.
If you are used to and built for a game at lower levels this can happen to you.
-James

wraithstrike |

Well, let's start with a question.. why the fighter is not relevant( in your game) ?
(I DM a large group of PF only at the moment, level 14).
Generally, I play monsters, barring certain random encounters, as well aware of the danger casters represent - so, smart and/or rich ones are able to afford protections.
This is particulary true if such monsters are part of a faction of sworn enemies of the PCs.
In dungeons and wilderness both, spellslots can be wasted because of hit and run tactics, and false alarms.
Moreover, encounters are not so "standards". Fight can happen in strange places, during any sort of event, and not necessarily against the expected enemies. A lot of times s sword or a grapple check is more reliable.
I use several NPCs as enemies, and in group with monsters (I prefer encounters of more enemies, over CR, and rarer in decisive part of the story) so casters do not "dominate", casters avoid people die.
Melee on the othr hand keep things away thorugh stuns, grapples, bull rushes, trip, or simple "if it's dead will not charge the wizard".
Moreover, a lot of times I read of "I win" spells, it seems odd to me. You can never say what you have in front of you, better buff up meleers and have them beat enemies up with their reliable physical attacks.
One could argue summon can do the job, but banishments, protection and similar stuff a lot of times does not make summons and calling work 100%.
The same with defensive spells - yeah magic is powerful but this or that monsters has immunity or similar things and you can beat invisibility with flour if you have a chance...
I can see casters have more plot twisting spells, but meleers can "ruin" (I prefer say "change") my story with a surprise, powerful crit, and exploration (rogue do this a lot of times), or change and interact with the world using magic items, skills or simple RPG.
Maze and Reverse Gravity owned him for one encounter. Wall spells also get in the way. That is just starting off. The next encounter he will be dealing with a monster that disarms or trips which will mess up his action economy.

Kaiyanwang |

Maze owns everybody, barring dimensional anchors or similar effects.
Reverse gravity is not that dire if you have backup ranged weapons, or manage to secure and then move next round.
Walls can be broken, barring prismatics. And even in that case, there are counter measures.
Next encounter, what will be CMB and CMD of the trip and disarm monster? What about quickdraw a second weapon? Use locked gauntlet? Just use teamwork to approach whitout offer AOOs? Use towershields for cover, drop towershields and attack? Stay ranged?
Moreover, to attempt maneuvers I guess the monster will be near the fighter (barring telekinesis) so hope for him maneuver lands - stay 1 round near an high level fighter is generally a bad idea.

wraithstrike |

Maze owns everybody, barring dimensional anchors or similar effects.
Reverse gravity is not that dire if you have backup ranged weapons, or manage to secure and then move next round.
Walls can be broken, barring prismatics. And even in that case, there are counter measures.
Next encounter, what will be CMB and CMD of the trip and disarm monster? What about quickdraw a second weapon? Use locked gauntlet? Just use teamwork to approach whitout offer AOOs? Use towershields for cover, drop towershields and attack? Stay ranged?
Moreover, to attempt maneuvers I guess the monster will be near the fighter (barring telekinesis) so hope for him maneuver lands - stay 1 round near an high level fighter is generally a bad idea.
If I maze a caster he can probably get out on his own with or without the intelligence check. They did figure out that flying out of reverse gravity works, but since I don't use the same spells for every fight they will be stuck again when the next idea comes up.
The CMB is high enough that the monsters will be hard pressed to not put the fighter on the defensive. Wall of Force is hard to break, and I will state the issue is more along the lines of the fighter not figuring out I am holding back.In short, the combat is not as believable since I know I can do more, but in the spirit of fun I don't always use the best tactic. That is why I was asking how you did it. The fighter does roll well, extremely well, but if he ever starts rolling dice like the rest of us he will get an unpleasant surprise.
So how are you keeping the fighter in the game without it being obvious that there is DM sleight of hand going on?

Kamelguru |

I wonder what manner of game people run that can completely negate the presence of martial characters. We get ambushed all the time, and hardly EVER have time to prepare summons, buffs and gods know what. We get hit, one or two might make the perception DC20+1d10+APL checks that seems to be the norm (except for the big clunkers), and there has been encounters where the casters have been taken out or even KILLED before they got to act. Because a caster does not have martial HP.
I'd like these people who insists that animal companions, summons and polymorphs can do what a fighter, or even a paladin, can do at relevant level, to show me one (companion/summon etc) that is as good as a fighter, or paladin.
Without buffs outside hour/lv, because you will get ambushed, no matter how good you are.
Only using Core.

wraithstrike |

I wonder what manner of game people run that can completely negate the presence of martial characters. We get ambushed all the time, and hardly EVER have time to prepare summons, buffs and gods know what. We get hit, one or two might make the perception DC20+1d10+APL checks that seems to be the norm (except for the big clunkers), and there has been encounters where the casters have been taken out or even KILLED before they got to act. Because a caster does not have martial HP.
I'd like these people who insists that animal companions, summons and polymorphs can do what a fighter, or even a paladin, can do at relevant level, to show me one (companion/summon etc) that is as good as a fighter, or paladin.
Without buffs outside hour/lv, because you will get ambushed, no matter how good you are.
Only using Core.
I think the issue is that most people assume the best case scenarios(such as someone allowing you to hang out and cast a summon spell). The style of play issue is a big factor which is why it is better to use AP's. That takes away from the "well my DM..".
Looking at my current issue the player built a one-trick pony, and he can do a lot of damage, but does not have a lot of utility. I will try to work on that during the next session.
Zombieneighbours |

Kamelguru wrote:I wonder what manner of game people run that can completely negate the presence of martial characters. We get ambushed all the time, and hardly EVER have time to prepare summons, buffs and gods know what. We get hit, one or two might make the perception DC20+1d10+APL checks that seems to be the norm (except for the big clunkers), and there has been encounters where the casters have been taken out or even KILLED before they got to act. Because a caster does not have martial HP.
I'd like these people who insists that animal companions, summons and polymorphs can do what a fighter, or even a paladin, can do at relevant level, to show me one (companion/summon etc) that is as good as a fighter, or paladin.
Without buffs outside hour/lv, because you will get ambushed, no matter how good you are.
Only using Core.
I think the issue is that most people assume the best case scenarios(such as someone allowing you to hang out and cast a summon spell). The style of play issue is a big factor which is why it is better to use AP's. That takes away from the "well my DM..".
Looking at my current issue the player built a one-trick pony, and he can do a lot of damage, but does not have a lot of utility. I will try to work on that during the next session.
You can't escape 'well my GM' because even pre-published material suffers from it. Individual GMs come to different conclusions about how the material provided is run, they shape the module just by running it. Small differences in spell use, tactics, NPC portrail and much else besides can have fairly drastic effects on the efficacy of the various classes, even when running APs exactly as written. Which is not what the rules say you should be doing anyway. The rulebook says that you alter published material to better suit your players.

wraithstrike |

wraithstrike wrote:You can't escape 'well my GM' because even pre-published material suffers from it. Individual GMs come to different conclusions about how the material provided is run, they shape the module just by running it. Small differences in spell use, tactics, NPC portrayal and much else besides can have fairly drastic effects on the efficacy of the various classes, even when running APs exactly as written. Which is not what the rules say you should be doing anyway. The rulebook says that you alter published material to better suit your players.Kamelguru wrote:I wonder what manner of game people run that can completely negate the presence of martial characters. We get ambushed all the time, and hardly EVER have time to prepare summons, buffs and gods know what. We get hit, one or two might make the perception DC20+1d10+APL checks that seems to be the norm (except for the big clunkers), and there has been encounters where the casters have been taken out or even KILLED before they got to act. Because a caster does not have martial HP.
I'd like these people who insists that animal companions, summons and polymorphs can do what a fighter, or even a paladin, can do at relevant level, to show me one (companion/summon etc) that is as good as a fighter, or paladin.
Without buffs outside hour/lv, because you will get ambushed, no matter how good you are.
Only using Core.
I think the issue is that most people assume the best case scenarios(such as someone allowing you to hang out and cast a summon spell). The style of play issue is a big factor which is why it is better to use AP's. That takes away from the "well my DM..".
Looking at my current issue the player built a one-trick pony, and he can do a lot of damage, but does not have a lot of utility. I will try to work on that during the next session.
I understand, but AP's take some of it away. This is especially useful when X is too weak or strong comes up.

Kamelguru |

Zombieneighbours wrote:I understand, but AP's take some of it away. This is especially useful when X is too weak or strong comes up.wraithstrike wrote:You can't escape 'well my GM' because even pre-published material suffers from it. Individual GMs come to different conclusions about how the material provided is run, they shape the module just by running it. Small differences in spell use, tactics, NPC portrayal and much else besides can have fairly drastic effects on the efficacy of the various classes, even when running APs exactly as written. Which is not what the rules say you should be doing anyway. The rulebook says that you alter published material to better suit your players.Kamelguru wrote:I wonder what manner of game people run that can completely negate the presence of martial characters. We get ambushed all the time, and hardly EVER have time to prepare summons, buffs and gods know what. We get hit, one or two might make the perception DC20+1d10+APL checks that seems to be the norm (except for the big clunkers), and there has been encounters where the casters have been taken out or even KILLED before they got to act. Because a caster does not have martial HP.
I'd like these people who insists that animal companions, summons and polymorphs can do what a fighter, or even a paladin, can do at relevant level, to show me one (companion/summon etc) that is as good as a fighter, or paladin.
Without buffs outside hour/lv, because you will get ambushed, no matter how good you are.
Only using Core.
I think the issue is that most people assume the best case scenarios(such as someone allowing you to hang out and cast a summon spell). The style of play issue is a big factor which is why it is better to use AP's. That takes away from the "well my DM..".
Looking at my current issue the player built a one-trick pony, and he can do a lot of damage, but does not have a lot of utility. I will try to work on that during the next session.
Exactly. While even a mediocre wizard can TPK the rest of his classis party consisting of a rogue, a fighter and a cleric given enough time and the element of surprise, most adventure paths rarely, if ever, allow the players to be prepared for everything.
My paladin is the only character out of the original party that has NEVER died in our serpent skull campaign, even back when we tried Hero Points, that saved the rogue/wizard from death. The cleric has died twice, once we had a raise scroll, the other we found someone who subjected him to Reincarnation. The ranger died and was mangled beyond our means of revival last session.
This is because Serpent Skull is merciless in it's use of super-stealthy monsters, constantly hitting us with DCs over 30 already at lv4, and recently closer to, or even above 40 at lv7. Monsters are in our midst before we even get to act most of the time, hitting us with poisonous bites and pounce-full attacks. No time to summon, rarely much time to buff. It's teamwork or death.

wraithstrike |

This is because Serpent Skull is merciless in it's use of super-stealthy monsters, constantly hitting us with DCs over 30 already at lv4, and recently closer to, or even above 40 at lv7. Monsters are in our midst before we even get to act most of the time, hitting us with poisonous bites and pounce-full attacks. No time to summon, rarely much time to buff. It's teamwork or death.
Now I regret canceling my subscription when I did. I have the first book due to the double up on the last Kingmaker/first SS shipement.

Kaiyanwang |

If I maze a caster he can probably get out on his own with or without the intelligence check. They did figure out that flying out of reverse gravity works, but since I don't use the same spells for every fight they will be stuck again when the next idea comes up.
The CMB is high enough that the monsters will be hard pressed to not put the fighter on the defensive. Wall of Force is hard to break, and I will state the issue is more along the lines of the fighter not figuring out I am holding back.
In short, the combat is not as believable since I know I can do more, but in the spirit of fun I don't always use the best tactic. That is why I was asking how you did it. The fighter does roll well, extremely well, but if he ever starts rolling dice like the rest of us he will get an unpleasant surprise.
So how are you keeping the fighter in the game without it being obvious that there is DM sleight of hand going on?
Well, how exactly the caster gets out? With plane shift? Remember to scatter 5d100 miles then. Wizard COULD then teleport back, barring forbiddances - but druid?
You can just JUMP OUT from reverse gravity if the terrain allows it, or you managed the reflex save anyway. Seriously, Maze is a nasty, nasty and maybe overpowered spell but reverse gravity is not (at least ALONE).
Moreover - ok, a wizard cast maze and one party memer could be screwed for a combat - barring anchors, barring simply roll high. Does it happens every time? Attacks screwing a certain kind of character exist. No knockout poison attacks (maybe pimped by an alchemist or a poisoner rogue) because otherwise low fortitude playrs are removed from play?
An high level Weapon Master can easy cut a wall of force. A barbarian can ignore hardness. And that's not even the point. Ward party mind, counter control and heal are caster shtick - nothing wrong if it's a disintegrate to manage the wall of force.
I wish t point out that I talk to understand and maybe point out possible fault of he game Wraithstrike - I do not want to say "I game right you game wrong". Moreover, high level game(which I love) is actually a mess first times one hit it. IIRC, we had a thread some times ago in that regard.

CoDzilla |
CoDzilla wrote: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.
"I houseruled traps to be massively buffed" is completely irrelevant to the subject matter. Because the only way PF traps are doing that is if you throw level +8 traps at the party constantly. Given that level +4 encounters do the same thing as well or better, that still proves traps are trivial.
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 then the enemy walks around.
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.
Because the DM humored you, you mean. Otherwise they'd have walked around. And if that causes the whole party to die, that's a sign of a bad party.
The advantage of animal companions is that they are much easier to replace. Grim as it sounds, there is no such thing as a viable tank when their survivability concerns you. Not to mention the higher level animals at least probably do have more HP. And that's the only defense that counts in this case.
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.
See, you even admit you can't tank.

CoDzilla |
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.
This. All of it. ToB 3.5 martials did ok, but were still inferior to casters in every way and were not necessary to get through encounters. PF martials? Nothing but free XP for Team Monster.

CoDzilla |
I wonder what manner of game people run that can completely negate the presence of martial characters. We get ambushed all the time, and hardly EVER have time to prepare summons, buffs and gods know what. We get hit, one or two might make the perception DC20+1d10+APL checks that seems to be the norm (except for the big clunkers), and there has been encounters where the casters have been taken out or even KILLED before they got to act. Because a caster does not have martial HP.
Any game in which the DM uses tactics. After all, one trick ponies are the easiest to negate, and that is what martial characters are (alternately they have no tricks, so there is nothing to negate). Once enemies start having options available to them, martial characters are screwed unless high tier (not possible in PF) and even then they don't do so well.
It requires both 3.5 rules and extensive houserules to even attempt to fix this.

CoDzilla |
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.
Power Attack. On top of the usual MAD. And the fact Paladins were a 2-5 level class to begin with.
Smite is irrelevant, because the uses per day is still far too low to matter.
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?
They only get a round because you're moving fast, which means you hit the next access point (door) in a round.
That's how you know.
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.
Except that they still do know you are there, both because magic traps are something you only find with your face anyways, and because of a neat thing called patrols.
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.
Traps take a lot longer than that to deal with. Meanwhile the Dispel might get one spell, which is a massive nerf compared to "might get every single spell you have, and you have a dozen or more". So while such were a problem in 3.5, in PF you just ignore it.
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
I won't bother, as no one is mentioning such but your straw man.
Also, scouting fails. Unless getting yourself killed is what the kids call success these days.
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.
Higher tiers have more survivability. But mostly they ignore that because survivability alone is completely useless. Both because you can die anyways (and can probably still die EASILY anyways) and because if you actually do have relevant defenses, but that's it everything will just ignore you until everyone else is dead.
Tiers do primarily refer to breadth of ability. If a Paladin is doing anything other than fighting an evil aligned opponent, which he uses his very limited use abilities on, he can't contribute. That means:
A fight vs a non evil foe.
Any fight in which his very limited use abilities are gone.
Anything that is not a fight.
That's a lot of area he cannot even attempt to participate in.
And even in the specific instance where they can contribute, they still don't contribute well. Amuse Evil is a better name for it than Smite Evil.
As for your other point, that's blatantly false. It's how it's supposed to work, but not how it actually does work on PF. Doing it that way results in more resources burned for less gain. Not to mention you outright admit the low tiers can't do anything without the high tiers allowing them to.

Kaiyanwang |

Paladin can boost friends, heal and smite far better now.
Spells are few and limited, smites are few and limited, auras are few and limited, channeling is few and limited, LoH is few and liited, bound is a mount or a limited weapon boost - but all these things stacked brings in a good all day support.
Play one and see.
Barring tha fact that continue to use power attack as an example of melee nerf is just plain wrong. If you assume Shocktrooper and touch attacks as a default, I strongly suggest to slow down your games.
Same for "lol scouting fails". If in your games works this way, sorry for you.
Well, not even that. You are free to play as you want - but do not assume this as general rule.
"Amuse Evil" in a melee heavy group is freakin scary, if used wisely in the right istance.
Seriously, assuming considering useful the tier system (debatable), don't move Paladin to 4 from 5 in the 3.5 ---> PF swich means you do not understand either the class works now, or the tier system itself. Pick one of the two.

Kamelguru |

@CoDzilla: Tanking is not a viable concept in high level play. This much is obvious. That is why I base myself on being nigh invincible in terms of saves (14+ in all saves at lv8) and HP, and have a strong offense (aka making sure I can euthanize stuff the casters tie down in short order). For what I CAN tank, I do. Saved our hides several times, but then again, as you say, the APs are tailored towards making all manner of characters useful. ("Humoring martial characters")
Getting around is not all that easy anymore, since Acrobatics no longer really works, being enlarged and carrying a reach weapon has given me rather good battlefield control... for now. Higher level play has monsters teleport around and whatnot.
Would also argue that smite is not "amuse" anymore. Got +5 to hit and AC, +7 to damage. Helps, but the real boon is going through ALL kinds of damage reduction without spending an action applying gunk to my weapon of choice.
What I AM useful for is buffs. Warrior of Holy Light archetype allows me to buff the other members' AC and saves, provide "fortification" to resist crits, give energy resistance and more in ONE standard action, as well as heal ability damage without expending actions, on top of the regular +4 to fear/charm/etc.
This has increased our survivability dramatically. Also, the new Lay on Hands has freed up a lot of spells for the cleric in terms of fixing debuffs. All in all, I feel like there are lots of ways to contribute. Not quite on par with a caster, that much is obvious, but I will argue that paladins, with the APG, now deserve a higher slot in the "tier" system.

Fergie |

I should just point out that CoD plays a fairly heavily house-ruled version of the game that uses Spell Compendium and (I assume) other non-pathfinder materials.
Based on the number of things that are "irrelevant" to him, (HP damage, SR, AC, crits, traps, scouting, etc.) I'm guessing that you won't influence him based on options from Core and APG. He is simply put, playing a different game.
As for the topic of the thread, I'll be the first to admit that I don't really know how to challenge everyone when 8th-9th level spells are being spammed in every combat. However, until the game reaches that point, there are several ways to allow everyone to shine, without excessive handholding of some classes.
The easiest is to have a lot of opponents in each encounter. This keeps everyone busy, and prevents a single spell or super-crit from ending the encounter.
Another option is to give the party responsibility for a large group. A caravan, platoon, refugee camp, etc. This forces casters to use their spells for more then just SoS/SoD, and allows characters with social skills a constant background of interaction.
Have the party stalked by something powerful. If the party has to keep something in reserve, and not allow their guard to drop, they will have to play a more strategic, reserved game.
Don't allow characters to buy every magic item in the book, whenever they want. If characters can completely custom tailor their items, it results in overpowered options. Likewise some limits on crafting can go a long way in keeping casters in check.
Also, at higher levels, intelligent enemies with large resources are a must. This way you have a logical reason not to repeat enemy tactics that completely failed in the past. It also provides the GM with much more options to custom tailor enemy encounters that are challenging.

CoDzilla |
Paladin can boost friends, heal and smite far better now.
Spells are few and limited, smites are few and limited, auras are few and limited, channeling is few and limited, LoH is few and liited, bound is a mount or a limited weapon boost - but all these things stacked brings in a good all day support.
Play one and see.
I do not find it enjoyable to have my sole purpose in existence be to feed the monsters.
Barring tha fact that continue to use power attack as an example of melee nerf is just plain wrong. If you assume Shocktrooper and touch attacks as a default, I strongly suggest to slow down your games.
That kind of damage output is required just to be a blip on the radar. If you don't have it you cannot do damage. And it's Shock Trooper or touch attacks, not both.
Same for "lol scouting fails". If in your games works this way, sorry for you.
THE game works this way. Ever seen enemy Perception checks? They get one of those every single round. You fail one, you get spotted. This was also true in 3.5, but less stuff had keen vision then, and you could get much higher stealth scores, to the point of auto success (which is the only way stealth works at all, since so many things foil it).
"Amuse Evil" in a melee heavy group is freakin scary, if used wisely in the right istance.
No, you can not laugh the enemy to death.
Seriously, assuming considering useful the tier system (debatable), don't move Paladin to 4 from 5 in the 3.5 ---> PF swich means you do not understand either the class works now, or the tier system itself. Pick one of the two.
I understand the class fine. It has to nova to do anything at all which means it either loses, or wins but has to rest after fight 1. Even first level Wizards have more endurance. And that assumes everything works in your favor. If it doesn't, you'll see more losing and less barely winning.
Paladins are borderline Tier 6 in PF. Right with the CW Samurai.

CoDzilla |
@CoDzilla: Tanking is not a viable concept in high level play. This much is obvious. That is why I base myself on being nigh invincible in terms of saves (14+ in all saves at lv8) and HP, and have a strong offense (aka making sure I can euthanize stuff the casters tie down in short order). For what I CAN tank, I do. Saved our hides several times, but then again, as you say, the APs are tailored towards making all manner of characters useful. ("Humoring martial characters")
Wrong. By humoring you, I meant having the enemies forget they can calmly saunter around.
I should just point out that CoD plays a fairly heavily house-ruled version of the game that uses Spell Compendium and (I assume) other non-pathfinder materials.
Irrelevant as I am discussing the game and not my game. It is only distantly relevant in that the house rules in my game are meant to fix the very problems that exist in the game, and that I mention here.
Your attempt to dismiss me fails.
Based on the number of things that are "irrelevant" to him, (HP damage, SR, AC, crits, traps, scouting, etc.) I'm guessing that you won't influence him based on options from Core and APG. He is simply put, playing a different game.
From the PC's perspective?
HP damage is all or nothing.
SR is irrelevant.
AC is irrelevant, both because they will auto hit and be auto hit.
Crits are irrelevant, as you either have the damage output to kill it via raw damage and you do, or you don't and you die. Banking everything on a long shot means you die.
Traps are irrelevant in PF, because they have been massively nerfed.
Scouting is suicide in PF, because you get spotted and die.
As for the topic of the thread, I'll be the first to admit that I don't really know how to challenge everyone when 8th-9th level spells are being spammed in every combat. However, until the game reaches that point, there are several ways to allow everyone to shine, without excessive handholding of some classes.
Which proves I know more about the game than you.
Another option is to give the party responsibility for a large group. A caravan, platoon, refugee camp, etc. This forces casters to use their spells for more then just SoS/SoD, and allows characters with social skills a constant background of interaction.
You cannot protect others, except by stopping anyone attacking them from doing so. That means SoS. It does not mean HP damage.
Don't allow characters to buy every magic item in the book, whenever they want. If characters can completely custom tailor their items, it results in overpowered options. Likewise some limits on crafting can go a long way in keeping casters in check.
Limitations on magic items = casters are the only valid options.

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Power Attack. On top of the usual MAD. And the fact Paladins were a 2-5 level class to begin with.
Smite is irrelevant, because the uses per day is still far too low to matter.
Power Attack really isn't that bad. It's much more efficient than it was in 3.5, at the cost of falling behind at 3rd and every four levels thereafter. However, at levels 1st, 2nd, 4th, 5th, etc, it's much better than it was in 3.5.
Let's think this through. The formula for DPR is h(d+s)+tchd. "h" is your percent chance of hitting, "d" is your normal damage that can be multiplied on a crit, "s" is damage that isn't multiplied on crits, such as precision-based or extra elemental damage, "t" is your percent chance of threatening a critical, and "c" is your critical multiplier -1. Using this, let's take a look at Power Attack at levels 4 and 7 in both Pathfinder and 3.5 versions. These won't be based on all the optimization I can muster, since I'm really only taking a look at Power Attack itself.
Our Fighter is Bob the Brute, a greatsword-wielding half-orc with 22 Strength. Let's assume a +1 weapon. Here is his average damage-per-round as a 4th level Fighter using Pathfinder's Power Attack:
Bob's bonus to hit is +9 with Power Attack penalties factored in (+4 base, +1 weapon, +6 Strength, -2 PA). The Bestiary lists the target AC for a CR 4 creature as 17, which Bob hits on an 8, a 60% chance. So:
.6(23)+.1*.6*23=15.18
Now, let's try this with 3.5 Power Attack. All other factors are still the same, but the Power Attack is now -4 to hit for +8 damage instead of -2 to hit for +6 damage.
.5(25)+.1*.5*25=13.75
So at 4th level, Bob is better off with Pathfinder's PA than 3.5's. Now for 7th level.
Bob now has 24 Strength (better stat-boosting item) and a +2 weapon. Additionally, he has Weapon Training +1 for large blades, giving him a further +1 to attack and damage.Using Pathfinder PA for -2 hit +6 damage, his bonus to hit is +14, Bob has a 75% chance of hitting the Bestiary-listed standard AC for a CR 7 creature of 20 on his first attack and a 50% on the second attack. So:
.75(26)+.1*.75*25=21.45
.5(26)+.1*.5*26=14.3
Bob's average DPR with Pathfinder PA on a full-attack is 35.75 Now let's try it with 3.5. I'll assume that Bob is going all-out on the Power Attack for -7 to hit and +14 to damage first. On a full-attack.
.5(34)+.1*.5*34=18.7
.25(34)+.1*.25*34=9.35
Bob's average DPR with a full-out 3.5 PA is 28.05. You'll note that bonuses to hit are often better than bonuses to damage. So, let's assume Bob has figured this out and tries to be more cautious with a -5 to hit and a +10 to damage on his Power Attack.
.6(30)+.1*.6*30=19.8
.35(30)+.1*.35*20=11.55
So on this more cautious Power Attack, Bob nets 31.35 DPR, which is still lower than if he were using the Pathfinder version of Power Attack. But what if he were even more cautious? What if he took a -4 to hit and a +8 to damage?
.65(28)+.1*.65*28=20.2
.4(28)+.1*.4*28=12.32
On this most cautious of Power Attacks, Bob ends up with an average DPR of 32.52. If he Power Attacks any less than this, he's now getting equal to or less damage than the Pathfinder Power Attack for a bigger or same penalty to hit.
So, even at Pathfinder Power Attack's worst level compared to 3.5 where it's fallen behind the most, it's still better than 3.5's PA.
If there's anything wrong with my calculations or anything I left out, please tell me. I'd hate to be perpetuating misinformation.
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As for Smite Evil being irrelevant, you speak as if it were the Paladin's only class feature. Lay on Hands has been improved and can be used on yourself as only a swift action instead of a standard action, so you can use it on a fairly regularly basis on yourself during combat for a bit of an extra boost, and it can remove conditions to boot. Paladin spells have been switched to Charisma, alleviating their need for Wisdom above 10. Smite Evil gets more uses as you level it up, so it can take you through the hardest fights on a regular basis. You really don't need it for easy battles. Paladins also now have both Fortitude and Will as good saves, and with their Charisma added in, they'll be nearly invincible in that department. So, I fail to see how Paladin is a bad class.

Kamelguru |

Kamelguru wrote:@CoDzilla: Tanking is not a viable concept in high level play. This much is obvious. That is why I base myself on being nigh invincible in terms of saves (14+ in all saves at lv8) and HP, and have a strong offense (aka making sure I can euthanize stuff the casters tie down in short order). For what I CAN tank, I do. Saved our hides several times, but then again, as you say, the APs are tailored towards making all manner of characters useful. ("Humoring martial characters")Wrong. By humoring you, I meant having the enemies forget they can calmly saunter around.
Kinda losing you here. If I threaten 20' in all directions, including the area where my allies are, how do they saunter about and ignore me to strike at the casters? Not all enemies have 50+ movement speed. Oh, wait, you mean they take the hits and keep on walking? Yeah, if they have sufficient HP, sure, I see that.

Kaiyanwang |

I do not find it enjoyable to have my sole purpose in existence be to feed the monsters.
Me neither. But you didn't answer my question. You didn't compared the old and the new version of the class- you just declared it non functional. Which, pretty much, equates to "I don't have actual arguments".
That kind of damage output is required just to be a blip on the radar. If you don't have it you cannot do damage. And it's Shock Trooper or touch attacks, not both.
Take a look in DPR threads and in bestiary. Nothing else to say.
THE game works this way. Ever seen enemy Perception checks? They get one of those every single round. You fail one, you get spotted. This was also true in 3.5, but less stuff had keen vision then, and you could get much higher stealth scores, to the point of auto success (which is the only way stealth works at all, since so many things foil it).
Are you considering distraction, distance, and the fact that GNs are not forced to up to the wazoo the perception of every opponent?
No, you can not laugh the enemy to death.
Again, no true arguments bringed here.
I understand the class fine. It has to nova to do anything at all which means it either loses, or wins but has to rest after fight 1. Even first level Wizards have more endurance. And that assumes everything works in your favor. If it doesn't, you'll see more losing and less barely winning.Paladins are borderline Tier 6 in PF.
Dropped a tier? There is no reason to do it. It makes no sense. Everything in the class has been improved. Sorry, but if you DROP them a tier too, I can only think you are here just for fun, with no idea of how the class changed. If you were seriously thinking what you said, you'd have kept the Paladin there (wrong again, but coherent). In this way I doubt you are even serious.
And the go nova thing is false to. You can switch to offense or defense or heal basing on buffs, smite turned on, position (and allies influenced by auras), combat feats, spells. You have absolutely no need to go nova with paladins.

james maissen |
They only get a round because you're moving fast, which means you hit the next access point (door) in a round.That's how you know.
So, in other words.. you have no clue.
Except that they still do know you are there, both because magic traps are something you only find with your face anyways, and because of a neat thing called patrols.
Actually it means they know that your party is there already. Which was my point.
Other groups can find traps 'not with their face' and could even avoid patrols or neutralize them with sounding an alarm.
Traps take a lot longer than that to deal with. Meanwhile the Dispel might get one spell, which is a massive nerf compared to "might get every single spell you have, and you have a dozen or more". So while such were a problem in 3.5, in PF you just ignore it.
Top end roll for disable is 2d4 rounds, average on that is 5. Half of this is 2. If you allowed accelerated skills for higher DC you can look at even 1 round, but that's incorporating older edition stuff (but you allow spell compendium so I mentioned it). Thus a round or two.
As to dispels, a dispel magic trap is CR 4. In other words, it's nothing and no xp after a little bit.. yet still can chisel away at your precious buffs that you are eating traps to maintain.
A greater dispel is all of a CR 7 trap, and that will eat away at even more.
Also, scouting fails.
You mean that your group fails at scouting. Oh well, better luck next time.
And again, have fun.. your game is just different than other people's. These things just aren't factors in your game. While it makes for a simpler game, it doesn't seem as interesting to me. I can see where it can lead to certain conclusions, but the fault is the premise not the conclusion.
-James

Kamelguru |

For the most part I am good at deciphering CoDzilla logic, but I want to hear about the whole walking around part.
Scouting would be much move viable if monsters had a passive perception (were forced to take 10), as they currently basically have a passive score at 20 + perception modifier, if they are given enough rolls.
Paladin having to nova I CAN see, if you are required to bring down the baddies on 1 round, which seems to be required... hmm... if they have instant-kills, yeah, I can see the argument that having to roll against save or loses is a bad thing and eventually WILL kill you. Even when I make them on a ridiculously low roll. Luckily, most of them are heavily nerfed, which means better survival rate for the saving throw club.
But then again, I don't think death is so bad after a certain level. I kinda expect to die a few times throughout any given character's career.

james maissen |
Scouting would be much move viable if monsters had a passive perception (were forced to take 10), as they currently basically have a passive score at 20 + perception modifier, if they are given enough rolls.
There are a few things there.
1. Why give them that many rolls?
If the scout isn't supremely confident that he can't be detected, why stick around once he's located them? If the scout doesn't have to risk being seen, why should he? That seems up there with Monty Python's 'don't stand up' rule to not being seen.
2. On paper, distance modifiers don't have the impact that they really do on things.
If you have a PC that is scouting out an area against enemies that are not hiding themselves, then the scout is going to see them at a great distance while the DC to spot the scout is going to be unachievable even by those with good perception scores.
3. You can easily rule that many creatures do take 10 on many skills when not motivated to do otherwise. That's a DM style issue here.
-James

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For the most part I am good at deciphering CoDzilla logic, but I want to hear about the whole walking around part.
Basically, monsters have no reason to NOT walk around a melee character to the caster that is the true threat. Attacks of Opportunity do not stop movement without certain abilities, and unless you are super-optimized to kill in one hit, the monster is better off taking the hit (provided you can even hit it, especially if it has miss chances) and killing the enemy that CAN take it out in one hit.
This is incredibly metagamey, in that your average monster will NOT be psychologically prepared to accept pain in such a way, or will be mindless and autoattack the nearest target unless programmed otherwise.
However, it is still an accurate statement on the state of the ruleset as roleplay conventions do not change how rule interactions work. AoOs are only effective in preventing PC/NPC moves due to preconceived notions on the part of the players.

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However, it is still an accurate statement on the state of the ruleset as roleplay conventions do not change how rule interactions work. AoOs are only effective in preventing PC/NPC moves due to preconceived notions on the part of the players.
They're also effective in preventing movement if you take Stand Still.

Kaiyanwang |

TriOmegaZero wrote:They're also effective in preventing movement if you take Stand Still.
However, it is still an accurate statement on the state of the ruleset as roleplay conventions do not change how rule interactions work. AoOs are only effective in preventing PC/NPC moves due to preconceived notions on the part of the players.
Well, that's not only that.
A fighter could trip, or double slice 2 attacks and drop you. Or bash you back with a shield.
A monk could stun or force a will save to not stop immediately.
A barbarian could Knockback or Knockdown
A cavalier could use Protect the Meek, Stem the Tide and similar stuff.
Paladins have standard melee options, and few "aggro managent" spells.
Averybody can standstill, use manuvers, even disperately if needed. Or critical feats and assault feats BEFORE the enemy escapes. Or just the option to kill quickly, expecially high level rogues, rangers and inquisitors.
Is there room for improvement? I definitively think so. But melee is not without tools. Just look for them.

Zombieneighbours |

CoDzilla wrote:Kinda losing you here. If I threaten 20' in all directions, including the area where my allies are, how do they saunter about and ignore me to strike at the casters? Not all enemies have 50+ movement speed. Oh, wait, you mean they take the hits and keep on walking? Yeah, if they have sufficient HP, sure, I see that.Kamelguru wrote:@CoDzilla: Tanking is not a viable concept in high level play. This much is obvious. That is why I base myself on being nigh invincible in terms of saves (14+ in all saves at lv8) and HP, and have a strong offense (aka making sure I can euthanize stuff the casters tie down in short order). For what I CAN tank, I do. Saved our hides several times, but then again, as you say, the APs are tailored towards making all manner of characters useful. ("Humoring martial characters")Wrong. By humoring you, I meant having the enemies forget they can calmly saunter around.
At high levels for a fighter can easily effectively denigh 166,375 cubic feet(or 274,625 cubic feet with reach) of the battle field to enemy movement. Those who violate said space being subjct to potentially multiple AoOs, each of which can potentially ends the movement of the invader or inflict layers of status effects onto them effectively reducing their combat effectiveness.

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TriOmegaZero wrote:They're also effective in preventing movement if you take Stand Still.
However, it is still an accurate statement on the state of the ruleset as roleplay conventions do not change how rule interactions work. AoOs are only effective in preventing PC/NPC moves due to preconceived notions on the part of the players.
Only if you believe Combat Maneuvers work. For those of us who do not, because melee monsters have insane CMDs, it is ineffective.
Well, that's not only that.
A fighter could trip, or double slice 2 attacks and drop you. Or bash you back with a shield.A monk could stun or force a will save to not stop immediately.
A barbarian could Knockback or Knockdown
A cavalier could use Protect the Meek, Stem the Tide and similar stuff.
Paladins have standard melee options, and few "aggro managent" spells.
Averybody can standstill, use manuvers, even disperately if needed. Or critical feats and assault feats BEFORE the enemy escapes. Or just the option to kill quickly, expecially high level rogues, rangers and inquisitors.
Is there room for improvement? I definitively think so. But melee is not withou tools. Just look for them.
Trip is a CM, falls under the above. Double Slice does not allow you to make two attacks on an AoO. Does Shield Bash end movement when used on an AoO?
Stun is possible, but high Fort makes it iffy. Not sure what Will save effect you are referring to.
Does Bull Rush end movement? If not, monster can continue moving.
Not familiar with Cavalier or Paladin options.
Using a maneuver desperately translates to 'please roll a 20 so I don't waste my AoO'. Same for hoping for a crit. SoD abilities on rogues and the like are subject to the same high Fort saves mentioned before.
Melee has tools that some of us do not believe work.

Selgard |

It it also metagamey to assume that every monster knows which person in the party is the caster, and who can cast what spell and will. Unless the PC /has/ mowed down a slew of critters in sight of the "ye olde beast of doom" then why does it automatically know to walk around the paladin and smite the guy in the back? It should at least have to roll some sort of knowledge check to figure out "hey, the guy in back is the real threat".
Even then- unless the melee person is completely ineffective (misses, or doesn't penetrate DR at all) the critter is *still* more likely to turn and attack it rather than the "maybe" of the dude who hasn't done anything yet to it. Afterall- killing the "other" guy does it no good if the guy with the sword turns it into kibbles in the mean time.
That isn't to say intelligent creatures won't act intelligently.. but bestowing upon every DM controlled creature the knowledge of the DM is faulty.
-S

DeathQuaker RPG Superstar 2015 Top 8 |

Squidmasher wrote:Only if you believe Combat Maneuvers work. For those of us who do not, because melee monsters have insane CMDs, it is ineffective.TriOmegaZero wrote:They're also effective in preventing movement if you take Stand Still.
However, it is still an accurate statement on the state of the ruleset as roleplay conventions do not change how rule interactions work. AoOs are only effective in preventing PC/NPC moves due to preconceived notions on the part of the players.
Why are you using CMDs against melee monsters? More likely the monsters are using them on you, and you hopefully boosted your own CMD enough to defend yourself against them.
I would used them on magic/range-based characters and creatures. Get close to someone and sunder their bow, etc. Sure, a good ranged character is going to stay out of melee, but it's a matter of who's better at moving in versus staying out of the way--someone has to lose that battle.
And indeed, the example with Stand Still is an excellent one. For example, a clever melee warrior has managed to engage with a spellcaster. The spellcaster attempts to maneuver away from the warrior; Stand Still stops them, as spellcaster likely has poor CMD.
Combat Maneuvers work if you use them tactically... just like everything else in this game.

Kaiyanwang |

Probably we disagree here TOZ. CM benefit from every bonus to hit - so weapon enhancements, bards, flanks, superior position and similar stuff pimp them. Weapon Focus, Fighter class features and Strenght Surge (barbarian power) apply. For what I've seen in my games, the "hard ones" are outsiders. Outsiders are nasty for everybody I guess.
I don't know if bull rush ends movement, but depending on the situation, if rushed in the right direction, the monster could not have enough movement, or simply being dropped into a pit, black tentacles, or raging barbarian.
The will save for monks is Touch of Serenity (SRD).
BTW, hit bonus to CMB this is why Stand Still is "meh" because you cannot perform it with a weapon. There is an exception to that: The Stem the Tide feature of the Order of the Shield (Order of the Tank) Cavalier. Take a look in the SRD: maybe you like maybe not, but could be useful for your houserules book, or at least I hope so ;)
Challenge Evil, Knight Calling and King's Castle are APG spells related to "tanking". take a look in the SRD (and see above for your rules).
Maneuver disperately fail if there is an AOO, if the AOO hits (barring miss chance, I could have a miss chance on me), and there is not way to "pimp" CMB (as an example, the good old strenght surge above).
For the high level SoD.. Dunno. The alternative would be no save, it seems a little to much for me (what would you do instead? genuinely curious).

Zombieneighbours |

While combat maneuvers and Stand Still is all well and nice in theory, the gap between monster CMD and player CMB leaves much to be desired in terms of their usefulness.
Good against... well... stuff that doesn't want to muscle through...
Mmm, i am pretty sure that a level 20 fighter can with reasonable reliablity stop every CR20 monster but the Tarn Linnorm, Nightwave and Iathavos, before it has gone more than 15' through his or her threatened area. Even those three it can stop fairly often before it get to anyone else. With an addition of just a bard to the party, even the Tarn Linnorm, Nightwave and Iathavos will struggle to get more than 15 feet into the protected zone.

cranewings |
I'm kind of a noob at high level play.
Why can't fighter's defend casters? They have a metric ton of feats. Assume the guy playing the fighter knows that spells wins encounters and he wants to be sure the caster can do what he does, why doesn't taking the following defend the caster well enough:
Combat Reflexes
In Harms Way
Combat Patrol
Lunge
Stand Still
Monkey Lunge
By level 20, that is less than 1/3 of your feats. You could still have a ton of stuff besides this.

Kaiyanwang |

I'm kind of a noob at high level play.
Why can't fighter's defend casters? They have a metric ton of feats. Assume the guy playing the fighter knows that spells wins encounters and he wants to be sure the caster can do what he does, why doesn't taking the following defend the caster well enough:
Combat Reflexes
In Harms Way
Combat Patrol
Lunge
Stand Still
Monkey LungeBy level 20, that is less than 1/3 of your feats. You could still have a ton of stuff besides this.
Well, is ont that simple. Fighter has pretty much feats only (less true in PF but still...) so 1/3 is a lot.
Moreover, monkey lunge is bad, IMHO. It's out, but for combat patrol you need mobility, so dodge too.
And here we touch the real issue - you never have enough feats ;). At high level you coauld have managed several combos, but in the meantime, depending from choices, strategy and rules, reach that point could be harsh.

cranewings |
cranewings wrote:I'm kind of a noob at high level play.
Why can't fighter's defend casters? They have a metric ton of feats. Assume the guy playing the fighter knows that spells wins encounters and he wants to be sure the caster can do what he does, why doesn't taking the following defend the caster well enough:
Combat Reflexes
In Harms Way
Combat Patrol
Lunge
Stand Still
Monkey LungeBy level 20, that is less than 1/3 of your feats. You could still have a ton of stuff besides this.
Well, is ont that simple. Fighter has pretty much feats only (less true in PF but still...) so 1/3 is a lot.
Moreover, monkey lunge is bad, IMHO. It's out, but for combat patrol you need mobility, so dodge too.
That's fine, dodge and maneuverability are kind of cool anyway. I just think that the feats listed here do a pretty good job of defense.
It is sad, but the best thing for a fighter to be doing when traveling with feeble wizards with world shaking spells is defend them. They need to do it with the same attitude as a body guard protecting the princess.
Fighters who travel with wizards aren't soldiers in the roman legion. They aren't horse men. They aren't archers. They are bodyguards. Trying to act like this guy that has spent the last 5 years going from levels 1-20, guarding a wizard the whole time, has nothing but offensive feats is a little silly. He hasn't spent his life in the army, or in a special forces unit with other fighters... he's been guarding a wizard.
If he doesn't train and practice (take the feats) like a body guard, I don't feel like he should complain that people are walking past him, stabbing his charge.