Campaign design to bolster than importance of lower-tier classes


Pathfinder First Edition General Discussion

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Why are you dropping 16k on Wis for a paladin again?


CoDzilla wrote:
Kamelguru wrote:
CoDzilla wrote:
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.

Spiked Chains were nerfed into uselessness. So how are you doing that?

New take on Enlarge Person doubles your reach, meaning my longspear or guisarme has 20' reach when I am big. Guisarme allows me to trip people who enter that area, only way I can see stopping people without kicking me in the feats. Of course, anything and everything will now spam me with everything they've got to bring me down, but hey, that is kinda what I am there for.

If I die, I am making a druid. It's funny, we started out with 1 caster and 3 martials. 3 deaths later, 3 casters, 1 martial (me).


Dale McCoy Jr wrote:
Bluenose wrote:
Yet, the Wizard has access to Find Traps and Summon Monster and the various other spells that let them deal with traps as easily as a Rogue. Do you really prefer that the Rogue risk their life dealing with a trap than you expend a spell?
If you're going to ask "is it worth risking your life over something?" Then I have to ask, what are you doing in a dungeon to begin with? If you don't feel that risking your life over a trap is worth X amount of gold and experience, then why are you fighting dragons, exploring some deep recess where there can be a cave in, travelling to a different plane where the land itself can burn you to a cinder, going anywhere where rocks can fall...? I mean if you're going to safer card, I gotta wonder if adventuring is the proper career for your character.

If letting someone die because you won't cast a spell to do something seems like a good idea, I'd want to ask what alignment you have written on your character sheet. Evolution can weed out idiots without a wizard giving it help.

Quote:
Tracy Hickman once said, "Do something barbaric!" to someone playing a barbarian. They described their game session that night as getting much further than they ever had in a single session before and having so much more fun than they ever had before.

Berserkers is something I associate with Norse kingdoms, who might be considered barbarians. "Do something barbaric!" Well, I suppose I could bring a suit against someone at the local Landsmeet and have them declared an outlaw or exiled if they refuse to pay me wergild.

Quote:
"Safer" generally doesn't translate to "more fun." "Taking more risks" and "doing the things we don't get to do in our normal life" generally translates to "more fun." Take a chance! Do something roguish! What have you got to lose? A character? Make a new one after that character lived a full and exciting life of being daring.

Well of course that depends on the character. Reckless ones will take unnecessary chances, other personality types probably won't. Some people don't like treating their characters as expendable game pieces.


Bluenose wrote:


If letting someone die because you won't cast a spell to do something seems like a good idea, I'd want to ask what alignment you have written on your character sheet. Evolution can weed out idiots without a wizard giving it help.

Most of the time the wizard isn't going to have the ability to summon a monster to disarm a trap.

You might be right in the limited example of the party storming a barricaded room with a single trap, or an enemy of known strength...

My party currently has a summoner and a rogue. The rogue still handles the traps. Traveling through the darkness with only light spells to guide the way, over rock and rubble, puts the party at 1/4 movement. They should be slowed even more because someone is walking and mapping. Top that off with the fact that the party doesn't know how far away the big bad is (2.5 miles) how many traps there are, or how long they will walk in between traps, you can't have the casters blowing all their spells on crap other people should be doing.

Pathfinder, like 1e, 2e, and 3e, is balanced around the idea of exploration. Blowing spells on traps is a waste.


CoDzilla wrote:
cranewings wrote:

Codzilla, the defensive feats used to defend a caster -- of course the caster is going to defend himself. But having a warrior standing there with stand still, combat patrol, teleport tactician, and in harm's way has got to be helpful. If the caster can toss up a mirror image, that is just icing on the cake.

I have a house rule when we use a mat... people can take their movement at basically any time, even if their initiative hasn't come up. That way, if someone tries to go running past the fighter or barbarian, they can just take their movement to intercept the attacker.

For that matter, if the wizard hides directly behind someone with a huge shield, he can get pretty much full cover from range attacks. People do that in my game as well.

Not really, no. Now give him some not nerfed control stuff, like a Spiked Chain (not a gimpy Flail, but a Spiked Chain), the real Stand Still feat, Thicket of Blades, and Combat Reflexes (actually good, once you have something to do with it) and you're getting somewhere. Of course there is still fly/teleport/burrow around or just use ranged attacks, but you can at least attempt it.

I was never a heavy optimizer in those days. I wasn't aware stand still was an old feat. Do you know what the old one did / what its requirements were?


cranewings wrote:
CoDzilla wrote:
cranewings wrote:

Codzilla, the defensive feats used to defend a caster -- of course the caster is going to defend himself. But having a warrior standing there with stand still, combat patrol, teleport tactician, and in harm's way has got to be helpful. If the caster can toss up a mirror image, that is just icing on the cake.

I have a house rule when we use a mat... people can take their movement at basically any time, even if their initiative hasn't come up. That way, if someone tries to go running past the fighter or barbarian, they can just take their movement to intercept the attacker.

For that matter, if the wizard hides directly behind someone with a huge shield, he can get pretty much full cover from range attacks. People do that in my game as well.

Not really, no. Now give him some not nerfed control stuff, like a Spiked Chain (not a gimpy Flail, but a Spiked Chain), the real Stand Still feat, Thicket of Blades, and Combat Reflexes (actually good, once you have something to do with it) and you're getting somewhere. Of course there is still fly/teleport/burrow around or just use ranged attacks, but you can at least attempt it.
I was never a heavy optimizer in those days. I wasn't aware stand still was an old feat. Do you know what the old one did / what its requirements were?

Stand Still was in the expanded psionics handbook and it was in the SRD also.

3.5 SRD wrote:


Stand Still [General]

You can prevent foes from fleeing or closing.
Prerequisite Str 13.
Benefit

When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.

Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
Normal

Attacks of opportunity cannot halt your foes in their tracks.

Unlike the pathfinder version you can stop whatever you can reach instead of only affecting adjacent squares.

I think the CD being equal to a damage roll +10 was OP, but it was not a bad feat to have.


Ohhhhhh I get it.

You know, I've been telling my players that the pathfinder one works for anyone you can reach. I understood it initially, as RAW intended, but second guessed it into the 3.5 version because it makes no sense to restrict it to creatures adjacent to you when they put it in the book right with Combat Patrol.

Maybe they just wrote it up wrong, off the cuff from memory.


cranewings wrote:

Ohhhhhh I get it.

You know, I've been telling my players that the pathfinder one works for anyone you can reach. I understood it initially, as RAW intended, but second guessed it into the 3.5 version because it makes no sense to restrict it to creatures adjacent to you when they put it in the book right with Combat Patrol.

Maybe they just wrote it up wrong, off the cuff from memory.

I think they just got carried away with it. I allow the PF version to use reach also.


cranewings wrote:
Pathfinder, like 1e, 2e, and 3e, is balanced around the idea of exploration. Blowing spells on traps is a waste.

But blowing spells on Cure Light Wounds, Neutralise Poison, Raise Dead, or whatever isn't a waste?


Can someone explain to me this seeming obsession with melee classes stopping movement?

I can see it in 1st Edition when a magic-user had 30 hp at 10th level and far fewer spells, but well, that was 30 years ago.

These days casters can take a hit or five, and there are all kinds of spells that offer miss chance, mirror images, temp hp, etc. There are all kinds of options to escape a foe: from 5ft. steps, defensive casting, spell-like ability, using a wand, etc.

Finally, there are all kinds of options for healing, magic walls, teleporting, etc.

The scenario that folks get hung up on usually involves a monster eating an AoO an order to get a single attack at the caster. It seems that this is a great reason to have a fighter there- it gives monsters a serious reason not to try to attack a mage, and generally makes it an overall loss for team monster. Having the fighter there generally prevents charges, and usually puts the monster in a bad situation after movement.

Yet despite all of this, folks continue to use it as a reason martials are "unnecessary" or "can't do their job". But martials don't have to prevent contact, they just have to make the monster pay for it - which they can do just fine.


Fergie wrote:

Can someone explain to me this seeming obsession with melee classes stopping movement?

I think it's because you can always count on a few people saying that melee classes are necessary "to tank for the squishies" or some variant thereof. That, in turn, prompts someone to point out that they really can't, and someone else to try to make an argument for why they can.

(Tanking wouldn't be my argument for melee characters, but start a thread saying that parties don't need them and I guarantee you it'll come up in the first page of posts at least once and probably more.)


So- Tanking = stopping movement and preventing contact.

Even though it would be much better to just bust the monster up in most cases. Kind of odd since tanks in real life have nothing to do with stopping movement, and everything to do with racing into hostile areas and causing damage. Things Pathfinder fighters are quite capable of.


Fergie wrote:

So- Tanking = stopping movement and preventing contact.

Even though it would be much better to just bust the monster up in most cases. Kind of odd since tanks in real life have nothing to do with stopping movement, and everything to do with racing into hostile areas and causing damage. Things Pathfinder fighters are quite capable of.

I said that my paladin typically makes himself useful by standing in front of the casters and being a meat-shield. CoDzilla said they could walk around. I argued that it was not so easy. And then we had the last 100 posts.


Point of interest:

A 'taunt' ability would be pretty kickass (and actually introduce a tank role to the game) Especially something that prevented enemies from taking actions apart from move, attack, 5-foot step, and full-attack

--------------------
As far as balancing goes; has anyone gone about allowing different classes to use different Point Buy totals?

And if so, how did you break it down?

If you haven't, what might be a good way to break it down?

Something like
Full-casters (9th level spells) at top tier, get the least points
Mid-Casters (6th level spells) at 2nd tier, get 2nd least
Low-Casters (Paladin, Ranger) at mid tier, get average points
Non-Casters such as fighter and rogue at low tier get more points
Monk, being monk-tier gets the most?

Thoughts?


TakeABow wrote:


As far as balancing goes; has anyone gone about allowing different classes to use different Point Buy totals?

Another option is to make higher stats more expensive, to help MAD, since MAD classes are usually lower tier than SAD classes. For example, the current costs are:

10-13: 1
14-15: 2
16-17: 3
18: 4

If it instead was like this:
10-13: 1
14-15: 2
16-17: 4
18-19: 6
20+: 8

having an 18 in a starting score is much harder. To this you can add that instead of gaining 1 ability score boost every 4 levels as now, you gain 1 ability score point (as in you pay point buy costs for increases) for every level (so 4 points every four levels, equaling an increase to 16 or 17). That means a sad class which may start out with 14 in an important attribute can increase it at level 2, while a wizard that starts out with 17 intelligence (due to the increse in point buy costs, 18 is hard to do) has to wait until level 6 to increase his.


Karel Gheysens wrote:


And then there is the part about ex-druids. When you ceases to revere nature, you lose everything (just like a paladin). If you see your animal companion as replaceable, you have stopped revering nature. Simple as that.

Nope. It is very darwinistic. So very Druid/Survival of fittest.

He revers nature too much to coddle the animal compamion. He wouldn't be good, but Druids only have to be neutral in one way not both.


wraithstrike wrote:


Every top tier will be a caster. Using 3.5 splat gives melees a better chance to contribute, but I have yet to see a broken pathfinder only build. <--If the DM plays in hardcore mode

I do agree with you fully about delaying casters though.

...snip...

sorry, i know i'm addressing this several days after the fact and there's an excellent chance you've stopped paying attention to this thread, but i'm genuinely curious about this.

you have stated you believe casters are top tier but you are against the idea of delaying them. why? do you believe a fighter 15 is now going to be overpowered vs a fighter 2/cleric 13?


angryscrub wrote:
wraithstrike wrote:


Every top tier will be a caster. Using 3.5 splat gives melees a better chance to contribute, but I have yet to see a broken pathfinder only build. <--If the DM plays in hardcore mode

I do agree with you fully about delaying casters though.

...snip...

sorry, i know i'm addressing this several days after the fact and there's an excellent chance you've stopped paying attention to this thread, but i'm genuinely curious about this.

you have stated you believe casters are top tier but you are against the idea of delaying them. why? do you believe a fighter 15 is now going to be overpowered vs a fighter 2/cleric 13?

Now I gotta go back and try to find my old post.

Just joking.

Serious reply:You only need to do so much damage to be able to threaten an opponent in melee, and while a fighter is good at that he brings more than what is needed. A [cleric 13/fighter 2] can do sufficient(enough to matter) damage, and still bring many other options to the table.
Let's say we go out deer hunting and you bring a 50 cal sniper rifle. More than likely it will kill the dear. I don't know much about hunting so let's say I bring a weaker weapon, but one that is still enough to kill a deer, and I can also setup tents, track animals, cook food, and so on.
Which one of us is more valuable to a hunting party?


Bluenose wrote:
cranewings wrote:
Pathfinder, like 1e, 2e, and 3e, is balanced around the idea of exploration. Blowing spells on traps is a waste.
But blowing spells on Cure Light Wounds, Neutralise Poison, Raise Dead, or whatever isn't a waste?

It's better to blow spells on cure light wounds etc. when your rogues has found a trap and when he has blown his skill check then it is to blow spells for every step you make just to find the traps. And then blow spells to overcome the trap.

Starbuck_II wrote:
Karel Gheysens wrote:


And then there is the part about ex-druids. When you ceases to revere nature, you lose everything (just like a paladin). If you see your animal companion as replaceable, you have stopped revering nature. Simple as that.

Nope. It is very darwinistic. So very Druid/Survival of fittest.

He revers nature too much to coddle the animal compamion. He wouldn't be good, but Druids only have to be neutral in one way not both.

Survival of the fittest when you send your animal companion to fight a tarresque?

As far as I know Survival of the fittest works on reproduction and/or survival. Fighting a tarresque because your druid asks you has noting to do with reproducing and/or survival.

There is a difference between dead (something I agree a druid should accept) and a useless dead that has noting to do the normal function of nature.


Fergie wrote:

Can someone explain to me this seeming obsession with melee classes stopping movement?

I can see it in 1st Edition when a magic-user had 30 hp at 10th level and far fewer spells, but well, that was 30 years ago.

These days casters can take a hit or five, and there are all kinds of spells that offer miss chance, mirror images, temp hp, etc. There are all kinds of options to escape a foe: from 5ft. steps, defensive casting, spell-like ability, using a wand, etc.

Finally, there are all kinds of options for healing, magic walls, teleporting, etc.

The scenario that folks get hung up on usually involves a monster eating an AoO an order to get a single attack at the caster. It seems that this is a great reason to have a fighter there- it gives monsters a serious reason not to try to attack a mage, and generally makes it an overall loss for team monster. Having the fighter there generally prevents charges, and usually puts the monster in a bad situation after movement.

Yet despite all of this, folks continue to use it as a reason martials are "unnecessary" or "can't do their job". But martials don't have to prevent contact, they just have to make the monster pay for it - which they can do just fine.

Honestly people don't actually come out and say it but they want the martial characters to have some sort of control mechanic so that they can force monsters to go aggro on them.

Basically you have 3 schools of doing things

1)DM Fiat- Monsters tend to focus on PCs in base to base contact. Monsters seek to maximize the damage that they do which means full attacks or withdrawal and SLA instead of trying to break through the line.

2) Tactical Positioning- One side suggests that proper positioning of the martial characters means that they can prevent monster from bypassing them. Between AoOs and the inevitable decrease in DPR because the monster is only doing a single attack this is pretty compelling.

3) Metagaming- The monster always knows the full caster is the biggest threat and will try to attack, use and SLA or grapple him instead of doing full attacks whenever possible.

CoDzilla is undeniably in the third camp. Martial characters are 100% cohort class and monsters will automatically focus fire on PC casters with insta-kill melee combos or spam SoL spells.

The % of people that play the game using CoDzilla's assumptions is incredibly small and likely getting smaller and smaller.

Liberty's Edge

angryscrub wrote:
wraithstrike wrote:


Every top tier will be a caster. Using 3.5 splat gives melees a better chance to contribute, but I have yet to see a broken pathfinder only build. <--If the DM plays in hardcore mode

I do agree with you fully about delaying casters though.

...snip...

sorry, i know i'm addressing this several days after the fact and there's an excellent chance you've stopped paying attention to this thread, but i'm genuinely curious about this.

you have stated you believe casters are top tier but you are against the idea of delaying them. why? do you believe a fighter 15 is now going to be overpowered vs a fighter 2/cleric 13?

I wouldn't say overpowered, but it will get an extra attack and two more feats.

Character value is relative to the party the character is in. Your value is your benefit to filling party needs, not individual power.


TakeABow wrote:

Point of interest:

A 'taunt' ability would be pretty kickass (and actually introduce a tank role to the game) Especially something that prevented enemies from taking actions apart from move, attack, 5-foot step, and full-attack

Where I think that falls apart is the moment the DM tells you your PC wizard has to melee with the troll barbarian instead of casting a spell because it's taunting him.

If you want to do a 'tanking' mechanic in a classic RPG, 4E's take on it ('tanked' characters don't lose free will, but gain some incentive depending on 'tank' class to attack the 'tank' over other targets) is really the only way to do it.

I don't love 4E, but they got that part right. Assuming you think a tanking mechanic is even a good thing in the first place, of course, and I'm not sure I do.


Evil Lincoln wrote:
Why are you dropping 16k on Wis for a paladin again?

He is assuming that the PF Paladin has a Wis of 10 from his base stats, as if the 3.5 one does not.

I pointed out the cost of turning a 10 to a 14 in 3.5 is 16k. And that's less than the PF Paladin is spending to afford the markups on HIS stat items, so the PF Paladin pays more for stat boosting gear anyways.

Kamelguru wrote:
CoDzilla wrote:
Kamelguru wrote:
CoDzilla wrote:
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.

Spiked Chains were nerfed into uselessness. So how are you doing that?

New take on Enlarge Person doubles your reach, meaning my longspear or guisarme has 20' reach when I am big. Guisarme allows me to trip people who enter that area, only way I can see stopping people without kicking me in the feats. Of course, anything and everything will now spam me with everything they've got to bring me down, but hey, that is kinda what I am there for.

If I die, I am making a druid. It's funny, we started out with 1 caster and 3 martials. 3 deaths later, 3 casters, 1 martial (me).

Enlarge Person was slow to begin with. Now it is slow and nerfed. Better get that caster ready.

cranewings wrote:
CoDzilla wrote:
cranewings wrote:

Codzilla, the defensive feats used to defend a caster -- of course the caster is going to defend himself. But having a warrior standing there with stand still, combat patrol, teleport tactician, and in harm's way has got to be helpful. If the caster can toss up a mirror image, that is just icing on the cake.

I have a house rule when we use a mat... people can take their movement at basically any time, even if their initiative hasn't come up. That way, if someone tries to go running past the fighter or barbarian, they can just take their movement to intercept the attacker.

For that matter, if the wizard hides directly behind someone with a huge shield, he can get pretty much full cover from range attacks. People do that in my game as well.

Not really, no. Now give him some not nerfed control stuff, like a Spiked Chain (not a gimpy Flail, but a Spiked Chain), the real Stand Still feat, Thicket of Blades, and Combat Reflexes (actually good, once you have something to do with it) and you're getting somewhere. Of course there is still fly/teleport/burrow around or just use ranged attacks, but you can at least attempt it.
I was never a heavy optimizer in those days. I wasn't aware stand still was an old feat. Do you know what the old one did / what its requirements were?

I can copy paste it because it is OGL.

Quote:

Stand Still [General]

You can prevent foes from fleeing or closing.
Prerequisite

Str 13.
Benefit

When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.

Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
Normal

Attacks of opportunity cannot halt your foes in their tracks.

In other words, no requirements to speak of, and it actually worked on things if you could hit them. Which is exactly how minor abilities are supposed to be - they are minor, but they almost always work.


Fergie wrote:

Can someone explain to me this seeming obsession with melee classes stopping movement?

I can see it in 1st Edition when a magic-user had 30 hp at 10th level and far fewer spells, but well, that was 30 years ago.

These days casters can take a hit or five, and there are all kinds of spells that offer miss chance, mirror images, temp hp, etc. There are all kinds of options to escape a foe: from 5ft. steps, defensive casting, spell-like ability, using a wand, etc.

Finally, there are all kinds of options for healing, magic walls, teleporting, etc.

The scenario that folks get hung up on usually involves a monster eating an AoO an order to get a single attack at the caster. It seems that this is a great reason to have a fighter there- it gives monsters a serious reason not to try to attack a mage, and generally makes it an overall loss for team monster. Having the fighter there generally prevents charges, and usually puts the monster in a bad situation after movement.

Yet despite all of this, folks continue to use it as a reason martials are "unnecessary" or "can't do their job". But martials don't have to prevent contact, they just have to make the monster pay for it - which they can do just fine.

Someone brought up the whole tanking thing. It was naturally countered with the trite but true "walk around". The fact casters can defend themselves means even less reason to bring along a gimped character (PF martial = gimped, any character who tries to be a tank = gimped). That just leaves the martial character as a damage dealer. And walking around shuts that down too, as it means no full attacks and therefore no damage. Not to mention enemies can get Pounce a lot easier than martial characters in Caster Edition.

So all you've really done is kill your own argument.


vuron wrote:
3) Metagaming - The monster always knows the full caster...

If the monster is a Balor, for example, with Int and Wis 24 each, he's got inborn observational and processing ability that puts Sherlock Holmes to shame. He'd better always know who the full caster is -- I'd assume he could deduce it nearly instantaneously. That's not "metagaming." That's what it means to be so brilliant he makes Stephen Hawking look like a low-grade moron, with awareness so keen he makes everyone else around him seem dull in comparison. Indeed, if you pretend he's clueless, go ahead and dock his mental stats and drop the CR.


vuron wrote:

Metagaming- The monster always knows the full caster is the biggest threat and will try to attack, use and SLA or grapple him instead of doing full attacks whenever possible.

CoDzilla is undeniably in the third camp. Martial characters are 100% cohort class and monsters will automatically focus fire on PC casters with insta-kill melee combos or spam SoL spells.

The % of people that play the game using CoDzilla's assumptions is incredibly small and likely getting smaller and smaller.

Metagaming - Metagaming is a broad term usually used to define any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game.

Except that it is observable and obvious IC that spellcasters are the greatest threat, and that everyone else ranges from lesser threats to complete nonthreats, especially in Caster Edition. Therefore your argument is automatically invalid because while the enemy will absolutely gun for and focus fire on the greatest threats, it is not metagaming to do so. And again, this is especially true in Caster Edition, where the other guys cannot be threats at all. All it requires is that enemies be played intelligently and understand the rules of the world they live in. Just like if you have a gun, and there are two guys 60 feet away - one with a gun, and one unarmed you're going to shoot the armed guy first.

When you understand why that is, you will understand why the D&D enemies do as they do.

Liberty's Edge

He said

Fergie wrote:

Having the fighter there generally prevents charges, and usually puts the monster in a bad situation after movement.

You said

CoDzilla wrote:


Not to mention enemies can get Pounce a lot easier than martial characters in Caster Edition.

So all you've really done is kill your own argument.

The rules say

"Pounce (Ex)

When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Format: pounce; Location: Special Attacks."

Don't have the Monster Manual either, huh?


Kirth Gersen wrote:
vuron wrote:
3) Metagaming - The monster always knows the full caster...
If the monster is a Balor, for example, with Int and Wis 24 each, he's got inborn observational and processing ability that puts Sherlock Holmes to shame. He better damn well always know who the full caster is -- I'd assume he could deduce it nearly instantaneously. That's not "metagaming." That's what it means to be so brilliant he makes Stephen Hawking look like a low-grade moron, with awareness so keen he makes everyone else around him seem dull in comparison. Indeed, if you pretend he's clueless, go ahead and dock his mental stats and drop the CR.

Doesn't have to be a super genius. Geek the mage is ingrained into gamer culture, and yet humans are only Int 10 on average. And it's just as obvious IC as it is OOC why enemies should be relentlessly gunning for the primary spellcasters.

Liberty's Edge

Kirth Gersen wrote:
vuron wrote:
3) Metagaming - The monster always knows the full caster...
If the monster is a Balor, for example, with Int and Wis 24 each, he's got inborn observational and processing ability that puts Sherlock Holmes to shame. He'd better always know who the full caster is -- I'd assume he could deduce it nearly instantaneously. That's not "metagaming." That's what it means to be so brilliant he makes Stephen Hawking look like a low-grade moron, with awareness so keen he makes everyone else around him seem dull in comparison. Indeed, if you pretend he's clueless, go ahead and dock his mental stats and drop the CR.

But if the monster is a Balor, you are either high level, or running like hell :)


ciretose wrote:

He said

Fergie wrote:

Having the fighter there generally prevents charges, and usually puts the monster in a bad situation after movement.

You said

CoDzilla wrote:


Not to mention enemies can get Pounce a lot easier than martial characters in Caster Edition.

So all you've really done is kill your own argument.

The rules say

"Pounce (Ex)

When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Format: pounce; Location: Special Attacks."

Don't have the Monster Manual either, huh?

Aside from you needing to Abundant Step away, what does any of this have to do with anything at all?


CoDzilla wrote:

Not to mention enemies can get Pounce a lot easier than martial characters in Caster Edition.

Wat?

Seriously you are going to have to cite this because unless all your monsters have some sort of wildshape/ beast shape Spell or SLA ability the list of creatures with pounce is extremely small.

Now if you are doing 3.x/PF crossover and every melee monster has a level in lion totem barbarian then maybe I'd agree with you but just about everyone has said time and again that mixing 3.5 and PF willy-nilly is bad for balance.

Liberty's Edge

CoDzilla wrote:
Kirth Gersen wrote:
vuron wrote:
3) Metagaming - The monster always knows the full caster...
If the monster is a Balor, for example, with Int and Wis 24 each, he's got inborn observational and processing ability that puts Sherlock Holmes to shame. He better damn well always know who the full caster is -- I'd assume he could deduce it nearly instantaneously. That's not "metagaming." That's what it means to be so brilliant he makes Stephen Hawking look like a low-grade moron, with awareness so keen he makes everyone else around him seem dull in comparison. Indeed, if you pretend he's clueless, go ahead and dock his mental stats and drop the CR.
Doesn't have to be a super genius. Geek the mage is ingrained into gamer culture, and yet humans are only Int 10 on average. And it's just as obvious IC as it is OOC why enemies should be relentlessly gunning for the primary spellcasters.

Metagaming - Urban Dictionary

The act of using outside or previously gained knowledge within a gaming universe for personal gain or advantage."

Irony - Example

Citing knowledge from the real world to argue having that knowledge in game is not metagaming.


ciretose wrote:
But if the monster is a Balor, you are either high level, or running like hell :)

Correct. The caster-martial disparity increases exponentially with level. At low levels you can ignore it completely -- one of the reasons E6 is so popular. Because by the time you're high level, the diparity (assuming caster players who can see their characters' potential) is so extreme that CodZilla's "style" is the only logical one supported by the game stats given... unless your opponents are mindless vermin, of course.


wraithstrike wrote:


Now I gotta go back and try to find my old post.
Just joking.

Serious reply:You only need to do so much damage to be able to threaten an opponent in melee, and while a fighter is good at that he brings more than what is needed. A [cleric 13/fighter 2] can do sufficient(enough to matter) damage, and still bring many other options to the table.
Let's say we go out deer hunting and you bring a 50 cal sniper rifle. More than likely it will kill the dear. I don't know much about hunting so let's say I bring a weaker weapon, but one that is still enough to kill a deer, and I can also setup tents, track animals, cook food, and so on.
Which one of us is more valuable to a hunting party?

ohhh, i see, you're contention then is that the delay doesn't actually fix the problem at all? that the fighter 2/cleric 13 is still better off than a fighter 15? hmmm. i'll have to consider that a bit more.

and by the way, i wouldn't call myself a hunter, but the 50 cal sniper rifle is going to have a 100% kill rate against deer, i'm guessing. heh.

ciretose wrote:
angryscrub wrote:
...snip... why? do you believe a fighter 15 is now going to be overpowered vs a fighter 2/cleric 13?

I wouldn't say overpowered, but it will get an extra attack and two more feats.

Character value is relative to the party the character is in. Your value is your benefit to filling party needs, not individual power.

oh, i agree with you about character value, but the OP's premise was that there are lower tier classes, and that those classes consist of the non full spellcasting classes.

if you accept this premise as true, which i'm not saying whether i do or do not because the OP didn't ask whether people agree with it, then it seems obvious to me that the easiest way to bolster the importance of lower tier classes is to delay the capabilities that puts the upper tier classes on the upper tier. ie, their spells.

so i was really just trying to find out from someone who accepts the tier premise why they think my idea wouldn't work.

Liberty's Edge

Kirth Gersen wrote:
ciretose wrote:
But if the monster is a Balor, you are either high level, or running like hell :)
Correct. The caster-martial disparity increases with level. By the time you're high level, it's so extreme that CodZilla's "style" is the only logical one supported by the game stats given (unless all your opponents are mindless vermin, of course).

Well, if you mean that CoDzilla's casters have no defenses and are delicious, I agree 100%.

The Balor avoids the Fighter because the fighter is more effective when it closes, while the caster is fragile needs to keep distance to be effective without provoking or being forced to cast on the defensive.

If I can possibly kill one person if I close, and hamper their effectiveness by being in close, while I would only wound the other and put myself in range of a heavy damage load, of course I go after the unarmored guy.

It isn't because he's awesome and I'm scared. It's because he's less effective when I hug him, and deliciously under armored.


Kirth Gersen wrote:
vuron wrote:
3) Metagaming - The monster always knows the full caster...
If the monster is a Balor, for example, with Int and Wis 24 each, he's got inborn observational and processing ability that puts Sherlock Holmes to shame. He'd better always know who the full caster is -- I'd assume he could deduce it nearly instantaneously. That's not "metagaming." That's what it means to be so brilliant he makes Stephen Hawking look like a low-grade moron, with awareness so keen he makes everyone else around him seem dull in comparison. Indeed, if you pretend he's clueless, go ahead and dock his mental stats and drop the CR.

What are the visual cues that separate a cleric from a paladin or a fighter?

They both wear medium to heavy armor, they both have weapons, etc.

The cleric has a holy symbol but chances are the Paladin does too. Also no reason why the fighter wouldn't have some token of Gorum or something like that.

So other than the actual act of casting what does the Balor have to go on?

If you are dressed like a stereotypical wizard with a robe and wizard hat you are probably going to stand out but honestly why would you do that if everyone in the setting knows to "Gank the Mage". Hell I'd probably maintain an illusion that I'm some big stupid fighter in plate armor all the time so I wouldn't get targeted.

A CR 20 foe is going to choose a fairly optimal strategy. Sometimes that's full attacking an adjacent foe, sometimes that maintaining distance and spamming SLAs, sometimes it's just teleporting away.

The simple fact of the matter is that the number of foes that have both good SLAs and good full attacks are limited to elite creatures: High CR Dragons and Outsiders. Virtually every other monster is either a ranged blaster or a melee brute.


CoDzilla wrote:
Evil Lincoln wrote:
Why are you dropping 16k on Wis for a paladin again?

He is assuming that the PF Paladin has a Wis of 10 from his base stats, as if the 3.5 one does not.

I pointed out the cost of turning a 10 to a 14 in 3.5 is 16k. And that's less than the PF Paladin is spending to afford the markups on HIS stat items, so the PF Paladin pays more for stat boosting gear anyways.

But that's the whole point. Why would a paladin need more then 10 wis. Heck, why would he even need 10 wis? He gains his charisma modifier to save anyway.

turning a 10 wis in a 14 wis might be indeed cost 16k. Though I see absolutely no reason to do so. Spells are charisma based so what's the point.


ciretose wrote:
the caster is fragile needs to keep distance to be effective without provoking or being forced to cast on the defensive.

By the time you're fighting Balors, concentration for most spells nearly auto-succeeds. Even a time stop (15 + 18 = 33) has a 70% success when you're rolling 1d20 + 18 + 7 = 26 minimum (30 minimum, for 90% success, if you bothered with Combat Casting). Concentration in Pathfinder makes low-level wizards "squishier," but doesn't slow the higher-level ones down at all.

That's why in my houserules, concentration is 10 + opponent's BAB + twice spell level. Easier at 1st level, a significant challenge at 18th. That makes the game world "physics" match your description, instead of being at variance with it.


I do agree that concentration should have been done better - I find it too easy at high levels.

Said this, 30% failure when you are near a Balor is not that low. At all.


vuron wrote:
CoDzilla wrote:

Not to mention enemies can get Pounce a lot easier than martial characters in Caster Edition.

Wat?

Seriously you are going to have to cite this because unless all your monsters have some sort of wildshape/ beast shape Spell or SLA ability the list of creatures with pounce is extremely small.

Now if you are doing 3.x/PF crossover and every melee monster has a level in lion totem barbarian then maybe I'd agree with you but just about everyone has said time and again that mixing 3.5 and PF willy-nilly is bad for balance.

If Lion Totem Barb is in, then martial characters can get Pounce easily, and every single one of them will have it. But since we were discussing Caster Edition, there is no Lion Totem Barb, so lots of monsters have Pounce, and most PCs don't. Therefore enemy still gets full attacks, and the guy who got walked around does not.

And anyone who makes that claim is wrong anyways. Unless you define balance as a small subset of classes winning everything, and everyone else being nothing but a bag of XP.

Kirth Gersen wrote:
ciretose wrote:
But if the monster is a Balor, you are either high level, or running like hell :)
Correct. The caster-martial disparity increases exponentially with level. At low levels you can ignore it completely -- one of the reasons E6 is so popular. Because by the time you're high level, the diparity (assuming caster players who can see their characters' potential) is so extreme that CoDzilla's "style" is the only logical one supported by the game stats given... unless your opponents are mindless vermin, of course.

Not just that, but it kicks in far before high level, something many around here overlook. It's just most obvious at the highest levels.

vuron wrote:
Kirth Gersen wrote:
vuron wrote:
3) Metagaming - The monster always knows the full caster...
If the monster is a Balor, for example, with Int and Wis 24 each, he's got inborn observational and processing ability that puts Sherlock Holmes to shame. He'd better always know who the full caster is -- I'd assume he could deduce it nearly instantaneously. That's not "metagaming." That's what it means to be so brilliant he makes Stephen Hawking look like a low-grade moron, with awareness so keen he makes everyone else around him seem dull in comparison. Indeed, if you pretend he's clueless, go ahead and dock his mental stats and drop the CR.

What are the visual cues that separate a cleric from a paladin or a fighter?

They both wear medium to heavy armor, they both have weapons, etc.

The cleric has a holy symbol but chances are the Paladin does too. Also no reason why the fighter wouldn't have some token of Gorum or something like that.

So other than the actual act of casting what does the Balor have to go on?

If you are dressed like a stereotypical wizard with a robe and wizard hat you are probably going to stand out but honestly why would you do that if everyone in the setting knows to "Gank the Mage". Hell I'd probably maintain an illusion that I'm some big stupid fighter in plate armor all the time so I wouldn't get targeted.

A CR 20 foe is going to choose a fairly optimal strategy. Sometimes that's full attacking an adjacent foe, sometimes that maintaining distance and spamming SLAs, sometimes it's just teleporting away.

The simple fact of the matter is that the number of foes that have both good SLAs and good full attacks are limited to elite creatures: High CR Dragons and Outsiders. Virtually every other monster is either a ranged blaster or a melee brute.

In 3.5 both the Cleric and the Paladin had heavy armor. Hard to tell them apart until the spells get cast.

In PF the Cleric has medium armor. Easy to tell the difference.

Karel Gheysens wrote:
CoDzilla wrote:
Evil Lincoln wrote:
Why are you dropping 16k on Wis for a paladin again?

He is assuming that the PF Paladin has a Wis of 10 from his base stats, as if the 3.5 one does not.

I pointed out the cost of turning a 10 to a 14 in 3.5 is 16k. And that's less than the PF Paladin is spending to afford the markups on HIS stat items, so the PF Paladin pays more for stat boosting gear anyways.

But that's the whole point. Why would a paladin need more then 10 wis. Heck, why would he even need 10 wis? He gains his charisma modifier to save anyway.

turning a 10 wis in a 14 wis might be indeed cost 16k. Though I see absolutely no reason to do so. Spells are charisma based so what's the point.

This is you missing the point.

Reading comprehension is your friend.

And only +7? At those levels?


CoDzilla wrote:


And only +7? At those levels?

Things like this always sound to me like "That blouse? with that skirt? honey PLEASE..."

:D


CoDzilla wrote:
Evil Lincoln wrote:
Why are you dropping 16k on Wis for a paladin again?

He is assuming that the PF Paladin has a Wis of 10 from his base stats, as if the 3.5 one does not.

I pointed out the cost of turning a 10 to a 14 in 3.5 is 16k. And that's less than the PF Paladin is spending to afford the markups on HIS stat items, so the PF Paladin pays more for stat boosting gear anyways.

Kamelguru wrote:
CoDzilla wrote:
Kamelguru wrote:
CoDzilla wrote:
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.

Spiked Chains were nerfed into uselessness. So how are you doing that?

New take on Enlarge Person doubles your reach, meaning my longspear or guisarme has 20' reach when I am big. Guisarme allows me to trip people who enter that area, only way I can see stopping people without kicking me in the feats. Of course, anything and everything will now spam me with everything they've got to bring me down, but hey, that is kinda what I am there for.

If I die, I am making a druid. It's funny, we started out with 1 caster and 3 martials. 3 deaths later, 3 casters, 1 martial (me).

Enlarge Person -> Slow & Nerfed

Cheap potion. I draw potion (move), I drink (standard), get my reach-poker out with quick draw (free). If something looks really dangerous I smite it with my swift.

Grand Lodge

Kamelguru wrote:

Cheap potion. I draw potion (move), I drink (standard), get my reach-poker out with quick draw (free). If something looks really dangerous I smite it with my swift.

Dude, you should know by now that if you spend your whole round not doing something to the enemy, it counts as too slow to CoD.


TriOmegaZero wrote:
Kamelguru wrote:

Cheap potion. I draw potion (move), I drink (standard), get my reach-poker out with quick draw (free). If something looks really dangerous I smite it with my swift.

Dude, you should know by now that if you spend your whole round not doing something to the enemy, it counts as too slow to CoD.

If I start combat by rushing something, I get off 1 attack, unless something has already rushed me, in which case I kill that instead of growing big. If I am not engaged and drink, I get reach to just about anything, and get to take up to 3 attacks with combat reflexes.

Potential trips too, if I use a guisarme.

Grand Lodge

Yeah, but you're supposed to kill the enemy on your first action, remember? :P


CoDzilla wrote:


If Lion Totem Barb is in, then martial characters can get Pounce easily, and every single one of them will have it. But since we were discussing Caster Edition, there is no Lion Totem Barb, so lots of monsters have Pounce, and most PCs don't. Therefore enemy still gets full attacks, and the guy who got walked around does not.

And anyone who makes that claim is wrong anyways. Unless you define balance as a small subset of classes winning everything, and everyone else being nothing but a bag of XP.

Give a list of the number of monsters that have Pounce then.

I think you'll find that the number is extremely small and limited to a handful of cats and dinosaurs.

The simple fact of the matter is that access to pounce is heavily restricted in PF unlike 3.x

Liberty's Edge

Kaiyanwang wrote:

I do agree that concentration should have been done better - I find it too easy at high levels.

Said this, 30% failure when you are near a Balor is not that low. At all.

+1

And the other option is moving into a potential full attack from someone who is made to make full attacks, so of course you go after the caster rather than the melee fighter.

Cleric or arcane caster is the real choice, all things being equal and you can to move anyway.


ciretose wrote:
Kaiyanwang wrote:
Said this, 30% failure when you are near a Balor is not that low. At all.
+1

30% (or more likely 10%) fail for 9th level spells only. If you simply dimension door out of threat range first, or caster (a different one of your gazillion spells per day at that level), the failure chance is 0%, even without the feat.


Kirth Gersen wrote:
ciretose wrote:
Kaiyanwang wrote:
Said this, 30% failure when you are near a Balor is not that low. At all.
+1
30% (or more likely 10%) fail for 9th level spells only. If you simply dimension door out of threat range first, or caster (a different one of your gazillion spells per day at that level), the failure chance is 0%, even without the feat.

Defensive Casting DCs don't scale well, that's a given. The reasons for this appear to be that people think losing spells from AoOs is horribly unfun. Changing the Defensive Casting DC or simply getting rid of it all together is a pretty decent method for constraining casters if you want to go with houserules.

Honestly against high CR foes the threat of losing a spell really isn't the primary fear, it's that you'll be open to a full attack on the monster's next action.

If the caster has to spend a standard action or a quickened spell casting dimension door to re-establish range with me then good that's one less offensive spell he's casting that round.


Kirth Gersen wrote:
30% (or more likely 10%) fail for 9th level spells only. If you simply dimension door out of threat range first, or caster (a different one of your gazillion spells per day at that level), the failure chance is 0%, even without the feat.

If you ddoor then your turn is over, which is hardly a good solution even when it works.

As to your other post, there is no detect class ability or spell. You should not have your monsters have this non-existent ability.

If you have two humans in full plate wielding longswords, wearing holy symbols and having a spell component pouch on their belt. What class are they?

If you have an elf in a mithril chain shirt, holding a bow, again with holy symbol and spell component pouch.. what class is the elf?

Which one of the three is higher level than the other two?

-James

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