
stringburka |

stringburka wrote:Detect Magic wrote:And "your character would own my character" is the very thing I am talking about. This game turns into a contest between builds. The most efficient build wins. Not fun.So ask the fighter to stop optimizing, since the wizard won't and you've nerfed the paladin's strengths.In my experience the problem isn't so much one player being optimized as other players not building well and then not being killed off quickly enough by natural selection.
An optimized Fighter is going to be great in some combats, not so great in others, and likely not very useful at all in non-combat settings.
That, however, I do think depends on what kind of challenge you want and how you view the game. Playstyle, in other words. I often enjoy dm'ing for new players more, since they often don't optimize well and focus a lot on themes and the like. I much rather DM with suboptimal but interesting and odd characters and challenge them easier, than with optimized character that are all to alike. I'm not saying you can't do interesting optimized characters, but if you're much into optimizing, it lowers the options. And if the players optimize much, I have to increase the difficulty of the enemies - so it doesn't end up well anyway.
Usually I try to run enemies as dictated by their CR, and a character is strong enough if he can contribute enough to that. Most character builds can do that. If someone DOES dominate, I usually try to adjust the challenges to play more to that players weaknesses, or talk to the player. When I play myself though, I usually prefer to optimize within my role - and because of that often pick odd roles and themes not to get overpowered compared to equal-CR opponents.
I understand the charm in the arms race of optimization vs. higher CR monsters, I really do, but when dming and playing I prefer not to.

stringburka |

Apparently Orcs are the best Wizards and Elves are the best Archers and... Not fun.
Well, if you're trying to build a character that does something not ordinary for their class - say I want a fighter that's good at picking locks - I of course has to optimize for that.
The more odd a concept is the bigger sacrifices you have to make to be good at it. Maybe I want to play a character that has had both arms ripped off - Sure, I can, but it's going to be hard as hell to get it to contribute meaningfully. A blaster caster is the same thing, though less extreme. You don't have to be an orc though, it only adds 1/2 level damage so not really a big deal. It's mostly at lower levels where you have to squeeze out every last bit of damage. I would suggest going with a sorcerer over a wizard though, as spontaneous casting is great for meta-magic and blasting is a lot about knowing when to meta-magic, and the higher number of spell slots surely are needed.Elves, best archers? I'd pick human any day but that's beside the point. It's easy to build a viable archer of any race. I could probably build a viable gnomish crossbowman, should I want. It will of course not be as high-damage as a greatsword-wielding human fighter, but I will deal enough damage to handle level-appropriate encounters.
To what extent should the rules allow anything to work well? If I want to be a blaster fighter, flinging fireballs, is it "class imbalance" that a high UMD and wands of fireballs won't make me effective at 13th level?

Detect Magic |

stringburka: I was referring to Arcane Archers. Requires you to be an Elf or Half-Elf.
I am not asking that every class be equal, just that they are not entirely defined by their class archetype. There should be some variety so that they're not limited to being the "lock pick guy" or the "party face guy." It's as though every character is an autistic savant... the Barbarian can swing an axe, but he can't tie his shoes and babbles incoherently if anyone gives him any attention.

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stringburka: I was referring to Arcane Archers. Requires you to be an Elf or Half-Elf.
Notwithstanding the fact that devs hav stated that the racial restriction should be lifted, the Arcane Archer is rather so-so at being an Archer. It's a nice gimmick class that is miles ahead of the 3.5 version, but still it can't hold a candle to an archer specialized Fighter when it comes to pure damage.
I do get the vibe that you are theorycrafting a lot (somebody who has lots of 3.5/PF experience would never claim that AA is the best archer out there). Perhaps you should try out some of the concepts in the game. D&D isn't as restrictive as you think, but if you really think that the class concept is holding you back, it would be rather hard to go around it - class based design is a classic staple of D&D, it's trademark even.

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ciretose wrote:stringburka wrote:Detect Magic wrote:And "your character would own my character" is the very thing I am talking about. This game turns into a contest between builds. The most efficient build wins. Not fun.So ask the fighter to stop optimizing, since the wizard won't and you've nerfed the paladin's strengths.In my experience the problem isn't so much one player being optimized as other players not building well and then not being killed off quickly enough by natural selection.
An optimized Fighter is going to be great in some combats, not so great in others, and likely not very useful at all in non-combat settings.
That, however, I do think depends on what kind of challenge you want and how you view the game. Playstyle, in other words. I often enjoy dm'ing for new players more, since they often don't optimize well and focus a lot on themes and the like. I much rather DM with suboptimal but interesting and odd characters and challenge them easier, than with optimized character that are all to alike. I'm not saying you can't do interesting optimized characters, but if you're much into optimizing, it lowers the options. And if the players optimize much, I have to increase the difficulty of the enemies - so it doesn't end up well anyway.
Usually I try to run enemies as dictated by their CR, and a character is strong enough if he can contribute enough to that. Most character builds can do that. If someone DOES dominate, I usually try to adjust the challenges to play more to that players weaknesses, or talk to the player. When I play myself though, I usually prefer to optimize within my role - and because of that often pick odd roles and themes not to get overpowered compared to equal-CR opponents.
I understand the charm in the arms race of optimization vs. higher CR monsters, I really do, but when dming and playing I prefer not to.
Absolutely. But in my experience optimized characters are just as dependent on other members of the party to fill in the gaps as any one else, generally more so in fact since they can't do more than a few things to start with.
If as a DM you vary the challenges, the people who can do more things (sub-optimal) will have more chances to shine, even if not as brightly as the "optimized" character does in the moment they were literally made for.
I think people undervalue rogues and bards for example, because DMs tend to remove the types of challenges they are good at if they don't have a rogue or bard in the party. I go the other way. No one wants to play a rogue? Well the traps and locks are still there, hope you're creative.

ChuckSC6568 |
If you have a min/max player in the group, he's going to have one or more dump stats, period. His roleplay should reflect this, as should his combat role. The mental stats are obvious. If the min/max bottoms out charisma like so many seem to do, then he shouldn't be good in social situations no matter how well the player could potentially roleplay. If a character bottoms out strength, he shouldn't be able to hit as hard. If they bottom out, dex, the shouldn't be able to hit as skillfully. Power gamers shouldn't be rewarded in rp situations.
There is plenty of leeway in how to make one of a class different from another. Feats. Alternate class types aside from the core ones. Certain classes are going to be able to do certain things better than other classes as well. A player has plenty of choices to find a fit for what he wants to play.

stringburka |

stringburka: I was referring to Arcane Archers. Requires you to be an Elf or Half-Elf.
I am not asking that every class be equal, just that they are not entirely defined by their class archetype. There should be some variety so that they're not limited to being the "lock pick guy" or the "party face guy." It's as though every character is an autistic savant... the Barbarian can swing an axe, but he can't tie his shoes and babbles incoherently if anyone gives him any attention.
1. This has been errata'd to allow any race, IIRC. Paizo tries to get away from racial PRCs (see the dwarven defender that isn't dwarven anymore).
2. Arcane archers isn't "the best archer", they are a way to make a decent archer/spellcaster, much like how Eldritch Knight is a way to make a decent meleer/spellcaster. In no case will the AA be better at archery than a true archer (whether ranger, paladin, fighter, fighter with the archery archetype and so on).And no-one is limited to only one role, except for possibly the fighter. You can make a barbarian with a Cha 10 or 12 and still be able to beat level-appropriate encounters (with ease, if otherwise optimized). A barbarian, to take an example, can both be an aggressive damage machine that dabbles in skills, or a skillful tracker that's not as good in melee combat, or a bestial warrior that fights with his bare hands and so on. Yes, combat is it's major schtick, but it can do other things to.
Most classes are far less pidgeonholing than the fighter. The wizard can be an acceptable damage dealer, an acceptable sneak, summon creatures to work as an acceptable hindrance (you really don't have tanks in D&D in any shape), and even somewhat heal through summons. He's the best battlefield controller there is. That's his schtick. A rogue can be an excellent tracker, a swashbuckler, an assassin, a lockpick, a party face and so on. No-one will outsneak him or be bettar at trapfinding/disabling (if he gets aided by a caster), though. It's his major schtick.
The issue is when one player optimizes for the thing he's best at, while the other player tries to do somethign the class is only decent at, and doesn't even optimize for that.
If you want to have odd concepts, multiclassing is often a valid option.

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Some suggestions:
You might want to get the Gamemastery Guide. It has excellent advice on the different social dynamics that are in the game and how to deal with them.
There is also a kind of "patch" that was cooked up by Bad Axe Games called Trailblazer, which could be applied to 3.5 or Pathfinder. The opening analysis of the system that the book provides is itself worth the price, and then he goes into practical suggestions that help to bring some balance to the classes.
There is also just the reality that not every system is going to fit the needs of every group. The big problem it sounds like with your group is that there are different play expectations going on with each of the participants. Pathfinder and it's 3.0 roots is, by design, a very gamist type of game which encourages min-maxing. You don't have to min-max with it, but the system has this tug in that direction from the very way it is written.
One way approach to trying something different would be to pick up Mutants and Masterminds 2nd edition and then also pick up their Warrior and Warlocks supplement.
The benefit of those is that it is coming from the d20 system as a whole, so there is a lot of similar terms and tropes that you and your players would be familiar with. However, a great deal of the system has changed. You build up your characters with points and so you can basically make whatever type of character you desire, and you the GM determine the power level for the campaign.
If you want to step outside of D&Dish systems, then you could go to GURPS, which also lets you construct your characters however you like.
If you want a system that is really balancing all the characters, but also allowing them to be whatever they would like to be, then you might want to explore the FATE based systems, such as Legends of Anglerre, which by it's inherent design, flattens the playing field in a variety of ways. Rather than having an intricate system of different effects that play off of each other, instead player description of their characters becomes the driving element of the game.

Phneri |
From the discussion of power, etc. it sounds like you have a lot of "me, too" players. As in your players want to be skilled at a lot of things (which leads to people saying "oh, I want to do that, too, here's my roll") without necessarily paying the balance cost of making those overall benefits weaker than a single-purpose character.
3.5/Pathfinder/4.0 games aren't designed for this. It isn't a factor of class imbalance, it's the idea that a single character can't do anything, so you need other people who are good at stuff.
If you want very powerful characters (30 pt buy implies this, and there's nothing wrong with that) I might suggest a gestalt game in which everyone has two classes and gains the benefits of both on a level. There are rules for that.
An alternate system idea might also be Earthdawn. The exploding dice (your skill check is something like 2d6. Roll a six you then reroll it and add that to your total, until you stop rolling sixes) there benefits characters who spread themselves kind of thin, there's a hero point system in place to add further to that, and there's a touch more customization to the classes.

Blueluck |

If you want very powerful characters (30 pt buy implies this, and there's nothing wrong with that) I might suggest a gestalt game in which everyone has two classes and gains the benefits of both on a level.
I was thinking that Detect Magic's group may like gestalt characters too.
I know it's too late to add Ultimate Magic requests, but I was hoping for a blasty-caster class like the 3.5 warmage. There are are a lot of players who want to play spellcasters as DPR, and I think the game should support it.

Tebbo |
If you're so concerned with character classes being restrictive (fighter fights well, no skills/magic, rogue does skills, wizards cant really fight, etc.) multiclass.
In my games multiclassing has always been the norm because people have ideas larger than the classes can satiate alone. A fighter is supposed to be someone focused solely on the art of combat. He gives up his time studying, learning acrobatics, picking locks, etc. to be supreme at combat. If your characters don't simply want to dominate combat then they shouldn't be taking every level in fighter.
Beyond that if you want more skills then make a high int fighter.
The classes aren't designed to be balanced against each other. They're just designed to each do something the others basically can't. They don't really have clearly defined roles either, they're just each their own thing.
Most of my players make well rounded characters and end up multiclassing. I'd rather have classes be restrictive in and of themselves but allow characters to multiclass freely than have a more homogenous assortment of classes. As things are we get the extremes, that's a good thing but it doesn't help balance. 2 vs 8 skill points. no spells vs any/all of them. a feat every level vs no bonus feats.
A single character can't do everything well. Just like a person. Everyone will have their specialties but most skills many people can contribute to in some way.

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Our rogues (and other medium BAB classes) generally bring decent damage to the table
I don't know who you are grouping with but I think I'd have a heart attack if I completed a PFS scenario where a rogue did >1/4 of my damage. There have been MANY times where I did more in one round than a rogue did in an entire scenario (counting haste as contributory DPR). And since I'm not even the top DPR class, I think Paizo is out of their mind thinking rogues don't need a severe buff.
You can't compare a Rogue with Bard DPR since Bard has way more contributory DPR, the song alone can do as much contributory DPR as the entire rogue output.
You do realize I can blow away a rogue's contributory DPR without an Eidolon OR summons just by casting Haste once and doing nothing the rest of the combat? This is why it takes about 4-5 rogues put together to match a summoner in combat.

Abraham spalding |

KilroySummoner I've seen some of your eidolon posts before and I've seen several of the mistakes you make with them as well. Yes I will group the rogue in with the medium BAB classes and will state that I've seen rogues do just fine on damage.
I will agree that I'm not fond of the summoner for various reasons (their spell list being a very large part of that) but I haven't found it unbalanced yet, or impossible to handle if or when the need is there.

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KilroySummoner wrote:Post a level 5 rogue and I will post a legal level 5 summoner who will do over 4x the contributory DPR (assume in a group with 2 melees).Please, not another thread derail into summoner argument.
If you really want to derail it I could compare the rogue to a raging greatsword barbarian :)

BigNorseWolf |

I don't think you're seeing what a min maxing caster is capable of.
A caster doesn't contribute through damage: they contribute through screwing the enemy over. In that sense they work well WITH fighters. The problem is at some point (a point delayed by pathfinder but still there) that the fighters need to move every round and (in my experience hardly ever) get a full attack makes him fall behind BOTH an optimized blaster unless he's an archer, or behind Save Or Die spells because the DC quickly outstrips the saving throws. The abomination of persistent spell, once applied to save or die, means the caster is going to kill one character per round: probably the big bad.

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Phneri wrote:If you want very powerful characters (30 pt buy implies this, and there's nothing wrong with that) I might suggest a gestalt game in which everyone has two classes and gains the benefits of both on a level.I was thinking that Detect Magic's group may like gestalt characters too.
I know it's too late to add Ultimate Magic requests, but I was hoping for a blasty-caster class like the 3.5 warmage. There are are a lot of players who want to play spellcasters as DPR, and I think the game should support it.
Why can't you make a decent blaster out of a sorcerer?

Abraham spalding |

Post a level 5 rogue and I will post a legal level 5 summoner who will do over 4x the contributory DPR (assume in a group with 2 melees).
Just a few quick points because I believe it would explain an appearance of difference in opinion that isn't really present.
I will not state in anyway shape or form that a rogue can out damage both a summoner and his eidolon. After all action economy and the math would never bear out a single character outdamaging two characters together without something specific going on.
However I would suggest a rogue that can come close to the eidolon's damage and match (if not beat) the summoner's damage.
I fully agree that a summoner/eidolon team should beat the rogue in raw damage -- after all two full attacks will beat a single full attack any day of the week!
When discussing a duel character (such as the summoner/eidolon, a druid with animal companion or the like) against a single character I take the position that the single character shouldn't try to out damage the combination, but instead concentrate on the parts of the sum.

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I'm not talking about action economy, I'm talking about the effects of haste on an entire group and a level 6 Eidolon that does in one full attack:
+11, 2d6+16 + trip (bite)
+11, 2d6+16 + trip (hasted bite)
+11, d4+d6+11 (left claw)
+11, d4+d6+11 (right claw)
+10, 2d6+11 (gore)
+all of the extra hasted attacks on the rest of the party
That is one single full round attack at level 6. Why should anyone believe you if you can't post and prove that a rogue can do at least 1/4th the damage of a class that isn't the top DPR?

Abraham spalding |

Actually your whole argument is predicated on economy of actions.
You are counting both a spell from the summoner and a full attack from an eidolon -- at level 6 and the extra attack on for the whole party.
That by its very definition is an argument based on economy of actions -- you have more and give everyone else more to boot. Your argument is predicated on extra attacks for everyone and a full attack from the eidolon while the summoner casts a spell.
Economy of actions.
Also you changed your level -- originally you stated 5.
Finally we've been asked not to go over this here -- as such I'm done in this thread on the subject. If you want to discuss this further else where go ahead and start a new thread.

Gilfalas |

Frankly if the Fighter is such a problem in your game, then remove it. Don't allow it as a class choice.
With the super generous 30 point buy you are allowing the other core melee's will have NO problem meeting any stat requirements to shine in or out of melee and can use their higher than average Int's to get skill points in the social skills they will need to participate.
But your going to have to remember that choosing a class means choosing it's limitations as well. Your current policy of 'letting everyone shine all the time' is part of the problem.
Players have to recognise and deal with their characters limitations, that is part and parcel of any RPG. The problem is not that the fighter is too strong in combat, it is as strong as it is supposed to be, it is that your not actually making them use the differences in their characters because your players are not willing to give others their chance to shine in the spotlight, not willing to sit out of the game area's that their chosen class is not strong in.
That is not a problem with the game, it is a problem with the players.
You cannot be everything all the time. If you chose a fighter then you should realise that the ONLY time you will shine is in combat and live with that. Each class comes with flavor and checks and balances. Remove a set and then the rest get skewed in comparison.
If your going to use nothing but pure RP to determine ALL social interactions then remove the social skills from your game and rebalance the skills and slill points for each class appropriately.

amorangias |

Gnome: That's exactly what I have. The players want powerful PCs and they want to role play and experience a story. Why can't they have both? I agree, the system breaks down.
Actually, you can have both optimization and story, as long as all players are equally concerned with both elements. Problems only appear when, say, half the party wants to play their flavorful, unoptimized builds while the other half tweaks the heck out of their builds with no consideration for roleplaying or story potential.
Frankly, I find the idea of a fighter being gamebreaking rather weird. The only way I can picture a fighter being overpowered is when you're playing DPR Olympics: The Game. In an actual game, fighter can be invaluable in combat situations, but he really shouldn't dominate a well-balanced, versatile scenario that involves things other than smashing stuff.

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In an actual game, fighter can be invaluable in combat situations, but he really shouldn't dominate a well-balanced, versatile scenario that involves things other than smashing stuff.
Unfortunately things like PFS organized play (where no one ever dies from a trap and you can 'rush' to the next combat) make the emphasis on combat most important. I think all classes should be combat-balanced for this reason, and the rogue is clearly not.
I agree it is possible through a ton of GM engineering to balance the rogue (namely add many deadly magical traps), but Paizo should at least try to make the rogue appeal to combat-intensive scenarios in my opinion.
Also, people focus on combat because you have hard numbers to balance (like I posted above, which proves the rogue to be a relative total joke) and regardless of the balance in overly trapped scenarios, you want each class to give the impression of usefulness. Yes, I am a total min/maxing combat-focused player, but there are a lot of people like me who greatly weight combat-effectiveness in terms of party utility.
Since no one can post a rogue that does even a 1/4 of the damage of not even the top DPR class, can we all at least agree that the rogue is in severe need of a combat buff for combat-oriented scenarios? That is all I want to convince people of...

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Post a level 5 rogue and I will post a legal level 5 summoner who will do over 4x the contributory DPR (assume in a group with 2 melees).
It is a ridiculous comparison. A rogue is best as part of a team (so it can flank) and is a skill based class, and so poorly equipped for PvP. Which is fine since the game is team based and included a lot of out of combat activity.

Are |

The problem is at some point (a point delayed by pathfinder but still there) that the fighters need to move every round and (in my experience hardly ever) get a full attack makes him fall behind BOTH an optimized blaster unless he's an archer, or behind Save Or Die spells because the DC quickly outstrips the saving throws. The abomination of persistent spell, once applied to save or die, means the caster is going to kill one character per round: probably the big bad.
This is a very good point. The "blaster wizard" can make a very useful contribution once the enemies are moving around rather than standing still and waiting for the fighter's full-attack every round.
May I ask the OP what level your characters' are at now? You mentioned they were 4th-level when you started. Has anything changed as they've gained levels and tried out multiple types of scenarios?

amorangias |

KilroySummoner wrote:Post a level 5 rogue and I will post a legal level 5 summoner who will do over 4x the contributory DPR (assume in a group with 2 melees).It is a ridiculous comparison. A rogue is best as part of a team (so it can flank) and is a skill based class, and so poorly equipped for PvP. Which is fine since the game is team based and included a lot of out of combat activity.
KS didn't talk about PvP. He was talking about contributing to the group's DPR.

Phneri |
Since no one can post a rogue that does even a 1/4 of the damage of not even the top DPR class, can we all at least agree that the rogue is in severe need of a combat buff for combat-oriented scenarios? That is all I want to convince people of...
Then start a thread for that and avoid hijacking this discussion for a very narrowly-focused conversation? Pretty please?

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ciretose wrote:KS didn't talk about PvP. He was talking about contributing to the group's DPR.KilroySummoner wrote:Post a level 5 rogue and I will post a legal level 5 summoner who will do over 4x the contributory DPR (assume in a group with 2 melees).It is a ridiculous comparison. A rogue is best as part of a team (so it can flank) and is a skill based class, and so poorly equipped for PvP. Which is fine since the game is team based and included a lot of out of combat activity.
And how would that be shown by posting two side by side? Would the fact the rogue has a high perception and/or stealth be taken into account, as it would increase the number of surprise rounds? Would problems of walking around with a eidelon (including the diffculty of being stealthy and inconspicuous) be taken into consideration?
It is like comparing a multi-tool to a machete. Both are knives, both are useful, which one you want to have depends on the problem you are dealing with at the time.
Ideally, you want both.

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It sounds like everyone is in agreement that doing over 75% less damage than another class who also has non-combat utility is acceptable to some people. Since PFS organized play is very heavily oriented toward combat, it is reasonable to say that rogues are horrifically unbalanced in at least a very common form of Pathfinder. Point proven since I think even 40% less damage is appalling. I will stop replying here unless challenged...

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It sounds like everyone is in agreement that doing over 75% less damage than another class who also has non-combat utility is acceptable to some people. Since PFS organized play is very heavily oriented toward combat, it is reasonable to say that rogues are horrifically unbalanced in at least a very common form of Pathfinder. Point proven since I think even 40% less damage is appalling. I will stop replying here unless challenged...
Sounds like you are trying to threadjack with a strawman. Start your own thread.

Greg Wasson |

I see a few issues here. I do believe you have a somewhat optimizer among a crowd of non-optimizers. But that is only one of many issues that compound together. You stated you (as a DM) minimize spell casting encounters. That plays to the advantage of someone min/maxing. Knowing this, I can avoid worrying about dex or wisdom. You also say, that good RP trumps die rolls for character interaction. Gosh, now, if I am good at chattin' up the DM, I can dump Int ( don't need to build up those interaction skills ) and I can dump Cha ( why bother, I can chat kewl) So the fighter character only needs to focus on Str and Con with no reprecussions of his other stat placement. Oh, and the build points are strong enough, he can just avoid any negatives if he wants.
Seems to me, the DM style encourages play of fighters.
Advise. Maybe instead of letting good "chattin' skill" of the player trump the ability of the character, you just give a modifier of +/- 2 based on the speechcraft of the player. Honestly, is it "good" roleplay if one's character sheet doesn't reflect what the player is doing? If I am RP'ing a fighter with great diplomatic skills...shouldn't that fighter show it on the character sheet? Otherwise, why bother with the sheet in the first place? Reminds me of a Vamp game I played and the Storyteller ignored the character builds and gave everything a percentile chance of working based on whimsy.
As for encounters, D&D is RICH in many great encounters, don't do a disservice to your players and avoid challenges. Let them play up to those challenges. By avoiding things that will hurt the fighter's weaknesses, it WILL be overpowered.
As for roleplay being too limiting because of a class system... I got nuttin. Been RPing for thirty some years, most of which has been some form of D&D. Not been a problem. Perhaps your players are hooked on the names. I have one player that always wanted to play a rogue. But then proceeded to do "fighter" things. With 3.5, I got him to do a swashbuckler that we called a rogue, LIFE WAS SOOOOO MUCH EASIER. weapon finesse dex build fighter with skills and charisma. Turned out it was just the name, when we finally analyzed the "theme" of wht he wanted to play, it wasn't a rogue. Anywho... I digress and forget all my points. Bedtime beckons.
Greg

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It sounds like everyone is in agreement that doing over 75% less damage than another class who also has non-combat utility is acceptable to some people. Since PFS organized play is very heavily oriented toward combat, it is reasonable to say that rogues are horrifically unbalanced in at least a very common form of Pathfinder. Point proven since I think even 40% less damage is appalling. I will stop replying here unless challenged...
Part of the reason we're not particurlarly concerned about your "problem" is that you've not demonstrated it's existence. I've seen fighters, rogues, do more than hold than merely thier own when it comes down to actual play instead of armchair theorycrafting with MagicMart on the table.

Jon Otaguro 428 |
I agree that part of your issue is that your encounters aren't varied enough. I usually play some kind of spell casting characters. Currently I am playing a monk in one campaign and a Paladin in another. Both characters are pretty good in melee, but aren't as versatile as a caster type would be.
In the monk game, we fought an advanced wyvern. I basically ended up using a sling on the flying creature that never landed and missed on every attack. A caster type could have easily contributed more.
In the paladin game, we had an encounter with pillars stretching across the room above a pool of green slime. With a net jump roll of +2, I had the monk put me in a bag of holding while he jumped across the room.
I remarked in the last game how irritating it is sometimes to be less than useful (and yet both of my characters have wider uses than your fighter). Expand the types of encounters and the fighter wno't dominate every encounter.

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Yeah, the fact that Fighters out-damage everyone is a good thing in my mind. They give up a whole lot of other stuff in order to be good at fighting. It comes as no surprise to me that they are good at it.
Fortunately, Pathfinder is much, much, more than just DPR. There are encounters in which you can't full attack at all, decreasing DPR significantly for classes like the Fighter and less for the Rogue (who gets lots of precision damage on one attack).
There are encounters that require skill rolls in order to move, in order to do damage, or simply in order to succeed. Some encounters can be easily bypassed with a single spell, or made very easy by a spell. Others are fairly spell-resistant.
The amount of contribution each character makes should not be equal in each encounter. It is my understanding that this is what 4th edition strives to be. A good Pathfinder game gives everyone a chance to shine at different times, and in different encounters.
If your party has a fighter, please give him some encounters that are best solved via lots of damage. It'll make that player happy.

james maissen |
I remarked in the last game how irritating it is sometimes to be less than useful (and yet both of my characters have wider uses than your fighter).
And have you done anything in response to either of these advents?
Has your monk decided that a potion of flying is worthwhile to have? (Assuming it's worth the 750gp price, but advanced wyvern makes me think you are high enough level to merit having at least one).
If it's not in either character to react to such things that's one thing, but I think that if you are going to risk life and limb that you should endeavor to learn from these 'mistakes'.
I've played in adventures where I've shown up the full casters with my thug's 'casting' before.. it's priceless.
Many times people complain that 'they couldn't do anything' and that might be acceptable the first time...
-James

Dire Mongoose |

Abraham: Heh, I guess this might seem absurd, but we play with 30-pt. buy. I know, I know - it's insane, right?
I'm not going to say it's insane, but it's part of why you have a fighter dominance problem.
Play with 10 point buy and the wizard looks a looooooooot better relative to the fighter than he does in 30 point buy.
The other problem is your unwillingness to use save or die / dominate / etc. against the party. That, too, is your choice, but you have to understand that the problems you're having are a direct result of it. Football would look a lot different if there was a rule that no one could tackle the quarterback, too.

Abraham spalding |

Abraham: Heh, I guess this might seem absurd, but we play with 30-pt. buy. I know, I know - it's insane, right?
Not insane -- however such a deviation from the "standard" will screw up the results a lot. As Dire pointed out a very high point buy favors martial characters more.
This is because attack bonus and damage have no cap -- but magic does.
In a very real sense magic is much more limited than physical attacks due to the way the system is structured. No matter what point buy you use there is a "hard" cap on the DC of any spell. There is no such cap on save throw bonuses however. So the higher the point buy the higher the save throw bonuses can be while the DC of the spells stays the same.
The maximum stat you can have in a casting stat with the core rules (and including the APG) is 36 (there is a single side stepping exception I'll cover later and the alchemist). The maximum spell level is 9 and there is only four feats to boost DCs of spells: Elemental focus, greater elemental focus, spell focus and greater spell focus.
Basically put once you figure everything in you end up with a maximum DC range (depending on exact character class, build, items, and such) between 36~44. The absolute maximum DC is the siide step exception I mentioned earlier which uses the rage prophet to add Con Mod to the DC of a spell.
Since save bonuses and immunities can quickly render most SoD spells useless falling back on a melee damage time while offering support in the form of debuffing, buffing, and control of the battle field quickly becomes the spellcaster's best means of contributing (since damaging spells are hard capped, allow saves, SR, resistances and are harder to increase the damage of).
In lower point buy games you tend to have a better success rate on SoD spells since the GM generally sends weaker things at you (meaning lower save bonuses with the same maximums on DC of spells).

brassbaboon |

One of the things that has always befuddled me in playing this game is how some DMs seem to totally misunderstand the concept of "role playing."
"Role Playing" is not "Acting out in real life a convincing scenario so the DM decides your character succeeded at some social task or skill check."
That is simply acting.
"Role Playing" is "Acting out in real life what your character as conceived, drawn up and statted out to be, can actually do in game."
In other words, if your character has low charisma and the player does a beautiful job of acting out a scenario where he charms the skirt off a barmaid, that is not actually "role playing" because in game that character would have had virtually no chance of succeeding in that attempt. Giving people "role playing bonuses" when they act in a way that is completely counter to their character concept, stats and abilities is simply rewarding someone for NOT role playing.
I just don't see why so many DMs completely miss this aspect of the game.

wraithstrike |

One of the things that has always befuddled me in playing this game is how some DMs seem to totally misunderstand the concept of "role playing."
"Role Playing" is not "Acting out in real life a convincing scenario so the DM decides your character succeeded at some social task or skill check."
That is simply acting.
"Role Playing" is "Acting out in real life what your character as conceived, drawn up and statted out to be, can actually do in game.
In other words, if your character has low charisma and the player does a beautiful job of acting out a scenario where he charms the skirt off a barmaid, that is not actually "role playing" because in game that character would have had virtually no chance of succeeding in that attempt. Giving people "role playing bonuses" when they act in a way that is completely counter to their character concept, stats and abilities is simply rewarding someone for NOT role playing.
I just don't see why so many DMs completely miss this aspect of the game.
I am going to put this in my list because it is simple, yet elegantly stated.

SPCDRI |
I've seen bards do quite well in Dungeons and Dragons and Pathfinder games because they make that one hit land and count for more damage when it lands. Damage Per Attack and Likelihood of Landing the attack seem to be so much more important. I'm not sure who all these characters who are just landing full attack after full attack are, but I haven't seen much full attack trading in several years of Dungeons and Dragons.

Jon Otaguro 428 |
And have you done anything in response to either of these advents?
Has your monk decided that a potion of flying is worthwhile to have? (Assuming it's worth the 750gp price, but advanced wyvern makes me think you are high enough level to merit having at least one).
My monk was 7th level and doesn't have any potions of flying. At this point, the 750gp is a very expensive consumable.
I don't actually mind being useless some of the time. The point I was trying to make is that if the OP only makes one type of encounter for his group - i.e. melee encounters, then his fighter player can dominate every encounter. If he varies his encounters, then other characters can have their chance to shine.

james maissen |
My monk was 7th level and doesn't have any potions of flying. At this point, the 750gp is a very expensive consumable.I don't actually mind being useless some of the time. The point I was trying to make is that if the OP only makes one type of encounter for his group - i.e. melee encounters, then his fighter player can dominate every encounter. If he varies his encounters, then other characters can have their chance to shine.
I wasn't sure.. as I said I focused on the term advanced and thought you could be higher. I agree that 750gp for a consumable at 7th is a bit high to use just to contribute a little.
That said its worth considering such items and what they are worth for your character. As you level these evaluations change. Heck even then it might have been worthwhile if the party was in dire straights.
Consumables have 3 tiers in my mind: emergency, special occasion, and drop of the hat. Each has relative price tags based on the PC's [i[current[/i] wealth. Its something that many people don't seem to learn, or learn incorrectly.
But there are other options for you to consider to still be viable in that situation. A humble tanglefoot bag could be of great use.. possibly backed say by a spell storing ioun stone (1k gp) loaded with a true strike spell. Normally it might get use by your monk in powering a maneuver of some sort, etc.. Or getting that shield spell on you for when you might need to tank, etc.
Sure a DM should vary encounters, I don't disagree with you there. But I am saying players should have their PCs be able to stretch into other places.
I recall an organized play campaign where my thug (no better word for him) showed up a party of full spell casters by being much better prepared for what came at them. He pulled out a different trick for each encounter, many of which should have been done by the casters had they thought ahead. It was both amusing and annoying at the same time.
-James

cooperton |

Sorcerers can be quite goof at blasting. There's a halfling aberrant sorc in one of my games currently, we're level 12 and she's heck-on-wheels. One opponent? Scorching ray for 12d6 damage. Lots of enemies, chain lightning. Mooks? Fireball or lightning bolt. She isn't even very optimized, finesse is one of her feats. And the power attacking paladin with a big ol hammer could easily outdamage a fighter vs evil things. And well most things good guys fight are evil.
Two handed weapons should do more damage than a fist.
Oh and in our other game there's a fighter wannabe monk with improved unarmed strike, adamantine spiked plate mail, and a bunch of grapple and combat maneuver feats. He's not the best damage dealer (that goes to the vital strike druid charger or my bow ranger) but he picks the deadliest target in a fight and takes it out of the fight via grapple. He's like a melee save-or-suck spell. But ultimately if your making fights where melee can be used effectively, and making skill checks matter less than rp, then in your game greatsword wielding martial types will always dominate. (Not just fighters, rangers with instant enemy and palys vs evil will be as good if not better)
Shrug, you can make all kinds of concepts in pathfinder, just gotta use the class that fits it, rather than trying to change a class to meet your concept.
Personally I always pick race based on fluff and do my optimizing after the fact.

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The fighter is just that, the guy who hits things until they break. I would expect him to be awesome at doing it. Anything else and it's the problem with 3.x all over again. In 3.x casters were the best, they could beat everyone else at pretty much anything they did. This is exemplified by the 3.x cleric or druid, or CODzilla.
Clerics have a spell called Divine power, which in 3.x gave them a fighter's Base attack Bonus, +6 strength, and 1 temporary hp/level, now it's just a flat +1 luck bonus to hit, damage, and strength checks for every 3 caster levels and +1 temp hp/level. This means that a str 14 cleric, suddenly transforms into the equivalent of a str 20 fighter, only he has spells instead of feats, and spells are way better than feats. Especially when you don't care about armor.
The classes are more balanced in Pathfinder than they ever were in 3.x. Remember, balance isn't just about performance in combat.