
A Man In Black RPG Superstar 2010 Top 32 |
Bring the goalposts back. You asked a question and I answered it. The setting is the issue, because Gods only have 5 domains. If you want a character that follows a specific god, you are limited to the 5 domains.
What question did you answer?
Nowhere in the rules is it written that gods only have 5 domains; that's just a random, arbitrary number used for Golarion. Once again, it's for setting reasons, not for game-balance reasons. Does the game break down when gods offer 10 domains? Or 3? Or all of them?
If you want to have the option to choose from outside of those 5 and still follow a specific god, this is how you do it. If you want to worship the God of battle and get 10 feet of movement and access to all sorts of teleportation options, now you can.
Two teleporting clerics. One of them is weaker because he has different flavor text. That's not good for the game, because it discourages people from taking that flavor text and punishes those that do for no productive reason.
You're frustrated by the limitations of gods' domain pools. You'd be better served by a better-designed set of rules to go outside of those arbitrary limitations. It's not so much that this archetype isn't functional, but that the same attitude—taken to a greater extreme—has scuttled entire rulesets. For example, Savage Species.

GâtFromKI |
1. it is not copy pasta. those very changes you complain about at what stops it being copypasta.
Wait. What?
3a. It can provide more fun, for people who say find their fun from making their characters in such a way as to fit with a concept.
Wait. What?
3b. It is also an excilent tool for roleplaying, because you know, it can help you fit a characters mechanics to setting and a concept with greater verisimilitude.
Wait. What?

Lanx |

Two teleporting clerics. One of them is weaker because he has different flavor text. That's not good for the game, because it discourages people from taking that flavor text and punishes those that do for no productive reason.
This is wrong.

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Zombieneighbours wrote:1. it is not copy pasta. those very changes you complain about at what stops it being copypasta.Wait. What?
Quote:3a. It can provide more fun, for people who say find their fun from making their characters in such a way as to fit with a concept.Wait. What?
Quote:3b. It is also an excilent tool for roleplaying, because you know, it can help you fit a characters mechanics to setting and a concept with greater verisimilitude.Wait. What?
And you're calling out people for being snarky. Heh.

Kaisoku |

I think the point here is that the Domain strength can be lower, that is not the problem. The entire archetype strength is lower when another option (building a cleric with the core rules) gives the same effect at no cost.
The class archetype as a whole would have been received better by those criticizing it if the class got something else in return for having lower power on one Domain.
Perhaps, gaining three Domains in total (two of the deity's, and a third outside of the normal choices), but they all are at -3 or more levels in power, as an example.
.
However, from my understanding, this is being done for similar reasons to the way Pathfinder handles Exotic Weapon Proficiency. A certain understanding of the fluff gives reason to addressing it in a certain way with mechanics. "Fluff-driven", so to speak.
I will treat these archetypes and rules additions similar to the exotic weapon proficiency stuff, and ignore them once I recognize them. I even won't mind playing in a game that enforces the rule instead of playing the house rule that I prefer (it's really not that big a deal for me).
However, my not pitching a fit, or being highly vocal over it, doesn't mean I'm okay with the design method. I feel a happy medium could be reached with striving towards balanced mechanics where we can while still addressing fluff in other ways.
Basically, leaving behind the idea of "system mastery". It's good for competitive games, but for storytelling and cooperative play, it's not as good.

Zombieneighbours |

Zombieneighbours wrote:1. it is not copy pasta. those very changes you complain about at what stops it being copypasta.Wait. What?
It isn't Copy Pasta.
Lets look at the weapon prof first.
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Weapon and Armor Proficiency
Separatists do not gain proficiency in their deity’s favored weapon (though they are not prohibited from using it or learning its use).
Clearly one is not a copy paste of the other.
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Forbidden RitesA separatist selects one domain from her deity’s domain list, and a second domain that is not on her deity’s domain list. This second domain cannot be an alignment domain that doesn’t match the cleric’s or her deity’s alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn’t lawful.
Granted powers from the cleric’s second domain function as if the cleric’s level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal.
In all other respects, this ability works like and replaces the standard cleric’s domain ability.
clearly one is not a copy paste of the other.
The speratist has not been spammed arcoss forums in the attempt to create a meme, or for any other reasons...
The very changes that make the speratists so unpalitable to you, are exactly what prevent it form ever being copy pasta of the cleric rule. Though I could be turned into copy pasta in its own right I supose.
I'll get around to the other two in a bit.

Pedantic |

I think the point here is that the Domain strength can be lower, that is not the problem. The entire archetype strength is lower when another option (building a cleric with the core rules) gives the same effect at no cost.
The class archetype as a whole would have been received better by those criticizing it if the class got something else in return for having lower power on one Domain.
Perhaps, gaining three Domains in total (two of the deity's, and a third outside of the normal choices), but they all are at -3 or more levels in power, as an example..
However, from my understanding, this is being done for similar reasons to the way Pathfinder handles Exotic Weapon Proficiency. A certain understanding of the fluff gives reason to addressing it in a certain way with mechanics. "Fluff-driven", so to speak.
I will treat these archetypes and rules additions similar to the exotic weapon proficiency stuff, and ignore them once I recognize them. I even won't mind playing in a game that enforces the rule instead of playing the house rule that I prefer (it's really not that big a deal for me).
However, my not pitching a fit, or being highly vocal over it, doesn't mean I'm okay with the design method. I feel a happy medium could be reached with striving towards balanced mechanics where we can while still addressing fluff in other ways.
Basically, leaving behind the idea of "system mastery". It's good for competitive games, but for storytelling and cooperative play, it's not as good.
Well, that about summarizes it. Picking a deity is a setting concern, an in character roleplaying decision; fluff. Not to denigrate those sorts of decisions as unimportant or less vital to the experience, but they aren't issues of game balance. Look at the progressive generalizing of the Paladin's code over time for an example as to why they aren't and shouldn't be (not to mention the endless desire for holy warrior classes tied to the other alignments).
The point that we've belabored and insulted each other over is whether or not that sort of thing is something we want in our game design. Should entirely fluff choices within the framework of an existing class have mechanical consequences that put a character either ahead or behind other characters performing the same role in the game. Clearly, many of us believe that should not be the case, and others firmly do.
I'm in the first camp. Modeling fluff differences with mechanical effects is more or less what the entire game is about. On a macro level, it's the difference between a fighter and a rogue. I think that the design of the game should generally be geared toward maintaining the same character effectiveness when choosing to exercise a fluff option, even if that fluff option is supported through differing mechanics.
Is that really too much to ask? I'm not expecting designers to succeed all the time or even consistently. Just that a sense of balance be the goal when introducing new content. The separatist, for example, could easily have recieved an additional skill point at every level to represent its worldliness and the new talents its had to pick up without a church hierarchy to nestle comfortable in.
I'm not sure that's perfectly balanced, but it keeps the same flavor and at least then you're not penalizing a class for what amounts to entirely subjective reasons that could vary wildly from game to individual game.

Berik |
You're missing basically the entire point that Gygax was getting at.
Namely, that while true balance might be impossible, you should always seek to do the best you can. You turned the quote about seeking to better the game into an excuse not to.
Unless there's another Gygax quote you've mentioned that's different from the one that I've quoted below than I think it's your interpretation which is off.
Gary is saying that he worked to keep the classes on a reasonable par with each other and that is all he's saying. He doesn't say that he was doing the best he possibly could to keep them balanced, he was trying to keep them 'close enough'. The quote does nothing to counter the possibility that Gary saw ways to make the classes closer than they were, but rejected them because he preferred the flavour of the versions he ended up printing. You're apparently reading extra things into the quote because that interpretation better supports your own position.
Absolute balance between classes is not possible, but I surely did seek to keep the various types at least reasonably on a par with each other.
Cheers,
Gary

GâtFromKI |
Lets look at the weapon prof first.
A cleric of a cause don't have a deity's favored weapon either.
The only ability of the separatist is to have the combination of domains he wants. The only ability of the cleric of a cause is to have the combination of domains he wants. You can write this ability in a very convoluted way if you want, it doesn't change the fact that it's the same ability.
When I create a separatist and a cleric of a cause, the end result is the same : same spells, same domains, same weapons...
The two are the same option, except for some random -2 penalty. Or for some random +2 bonus, if you prefer. The question stands: what does the same option with a random bonus/penalty bring to the game?
And I still don't understand 3, because I've never seen a player say: "This option isn't for my character because verisimilitude calls for a +2 here and here"; Can you develop 3a and 3b?

Berik |
As for the wider thread I really think it's a non issue. Paizo need to include options that cater to a range of play styles and as a consequence that's going to include some options that don't appeal to everybody. The separatist is pointless to a game which lets their players pick the domains regardless of who they worship. On the other hand it's potentially pretty handy for someone who plays in a game where you don't have that flexibility built in.
There are players out there who prefer choices to be flavour based and don't care much if the abilities are equal. Other players would rather create their own flavour and want the abilities to be strictly balanced. Obviously in an ideal world abilities would match both desires, but there are always going to be choices that skew more towards one direction than the other.
Now granted there's an issue of balance here which Paizo has to try and navigate. At some point a proponent of play style 'A' will say that a book doesn't have enough in it to support his style of play, while someone who prefers a 'B' style of game may recommend the book to all her friends.
Maybe they've been skewing too much in the direction of one style for the tastes of the likes of Cirno and AMIB. It's valuable feedback to tell them that, but it doesn't mean that their design choices are wrong and that they're terrible designers. It means that they haven't made your ideal game book this time.

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Well, that about summarizes it. Picking a deity is a setting concern, an in character roleplaying decision; fluff.
Picking a God isn’t purely fluff.
Off the top of my head there are a number of spells that can only be cast by worshipers of certain gods, and there are summon lists that are god specific. So there are mechanical benefits to selecting a specific gods, and with them comes a limiting factor of having to choose one of the spells of the 5 domains listed.
Additionally worshipers of certain deities will have in game social advantages and disadvantages based on expectations of behavior from their God in exchange for them giving them spells, as well as perceptions of their Gods in society at large.
The Separatist allows you to ignore a restriction (having to choose from only 5 domains) of choosing a specific God in exchange for losing some of the benefits (weapon proficiency, acquiring the 2nd skill later and a -2 to the casting ability score for the spells cast from that domain).
Not choosing a God (not an option in Golarion, but an option in other settings) has the mechanical disadvantages of not having access to a God’s specific spell list and summons, in addition to needing a lot of hand-waving from your GM for some spells that allow you to contact your God...
Apparently a lot of people house rule. The game isn’t written for your home game.

GâtFromKI |
On the other hand it's potentially pretty handy for someone who plays in a game where you don't have that flexibility built in.
The question is: why don't those games allow this flexibility?
And after you answer this question, the second question is: why would those game allow the "flexibility" of the separatist? I mean, why would a DM refuse the cleric of a cause with the glory and the murder domain and who happens to worship Iomedae, but accept the separatist of Iomedae with the murder domain?
The board of the archetype is very narrow; because it is exactly the same as a core option, with a random -2. What's next? Do we need the the same option, but with a +2, and the same option again, but with a -3? And next, a separatist fighter which is the same as the core fighter, but with -2 to trip, and another with +1, and a third with -5?
Or shouldn't the archetypes be more generic than "same as core, with -2 to something"? Shouldn't the archetypes be based on "same power level, but different" instead of "no difference, except power level"?

Bill Dunn |

And after you answer this question, the second question is: why would those game allow the "flexibility" of the separatist? I mean, why would a DM refuse the cleric of a cause with the glory and the murder domain and who happens to worship Iomedae, but accept the separatist of Iomedae with the murder domain?
Because one fits the character of the campaign and one doesn't. There's no real objective accounting for taste and preferences. I'm not a fan of philosophy clerics in my campaign worlds. Separatist doesn't bother me.
The board of the archetype is very narrow; because it is exactly the same as a core option, with a random -2. What's next? Do we need the the same option, but with a +2, and the same option again, but with a -3? And next, a separatist fighter which is the same as the core fighter, but with -2 to trip, and another with +1, and a third with -5?
Now this is where some of the critics start to irk me. Do you really think that -2 is random? Really? You can't be charitable enough to recognize that modifiers in multiples of 2, like the ol' circumstance bonus, are really common in PF, you have to find some way to ridicule it.

Berik |
Berik wrote:On the other hand it's potentially pretty handy for someone who plays in a game where you don't have that flexibility built in.The question is: why don't those games allow this flexibility?
And after you answer this question, the second question is: why would those game allow the "flexibility" of the separatist? I mean, why would a DM refuse the cleric of a cause with the glory and the murder domain and who happens to worship Iomedae, but accept the separatist of Iomedae with the murder domain?
Those games don't allow that flexibility because they don't want to allow it. It could be notions of balance, it could be pure flavour considerations around the powers a deity grants or it could be something else. I don't know that the actual reason is so important as the acknowledgement that different people have different standards for the game.
Such games may then allow the separatist for a variety of reasons. If it's a mechanical power consideration then the separatist may be allowed because the -2 is considered to be a sufficient penalty. If it's a flavour consideration then the argument could be that Iomedae is simply less attuned to that domain, she may have chosen to grant it to the character but doesn't so easily grant boons in an area out of her specialisation.
The board of the archetype is very narrow; because it is exactly the same as a core option, with a random -2. What's next? Do we need the the same option, but with a +2, and the same option again, but with a -3? And next, a separatist fighter which is the same as the core fighter, but with -2 to trip, and another with +1, and a third with -5?
This argument could be used for absolutely any penalty or bonus in the game couldn't it? Why do you take a -4 penalty for firing into melee instead of -5? Why does flanking grant +2 instead of +1? Different people will have different ideas what the appropriate value would be, but the developers have to pick something as the default.
Or shouldn't the archetypes be more generic than "same as core, with -2 to something"? Shouldn't the archetypes be based on "same power level, but different" instead of "no difference, except power level"?
Only if you believe that every archetype should be at an identical power level. And only if you believe that the added flexibility of the separatist doesn't make it close enough to the power of the base class. There are people who don't believe either of these things and to them the separatist may well have value. You apparently do believe both these things, so it doesn't have value to you.
I don't claim to know how big the group who likes each kind of option is. But from various forums the different tastes certainly are out there.

GâtFromKI |
Now this is where some of the critics start to irk me. Do you really think that -2 is random? Really? You can't be charitable enough to recognize that modifiers in multiples of 2, like the ol' circumstance bonus, are really common in PF, you have to find some way to ridicule it.
Maybe the term "arbitrary penalty" is more adequate.
Anyway: yes, I think the separatist has some penalty somewhere for the sake of having a penalty. The value of "-2", and the fact it applies domain power (and not to spells), and the fact it applies to Wisdom, Charisma and level, are arbitrary.
It could as well be "each spell of the domain is considered to be 1 level higher", "DC of spells and powers have a -2 penalty", or anything else.
Why does flanking grant +2 instead of +1?
The fact is: flanking bonus is +2, period. You can create a new flanking condition which is the same as the core flanking, but gives a +3 bonus instead of +2, but it brings nothing new to the game - no more roleplay, no more fun, no more option, nothing.
Such games may then allow the separatist for a variety of reasons. If it's a mechanical power consideration then the separatist may be allowed because the -2 is considered to be a sufficient penalty. If it's a flavour consideration then the argument could be that Iomedae is simply less attuned to that domain, she may have chosen to grant it to the character but doesn't so easily grant boons in an area out of her specialisation.
Some game will consider that a -2 isn't sufficient. Do we need the same option with a -4? And the same option again, where the -2 applies to DC of abilities and spells? And the same option again, where a -4 applies to the DC?
For the flavor argument, some table won't be OK with a cleric of Iomedae with the murder domain. Do we need to create the dual-deity cleric, who gain domains from two different deities? Some table will love the flavor of the dual-deity cleric and not the flavor of the separatist...
Or should the game use existing abilities whenever it's possible instead of copypaste an ability and add an arbitrary -2?

Berik |
I still don't really understand your argument here. Flanking is a +2 bonus because it was set as a +2 bonus. Separatist gives a -2 penalty because it was set as a -2 penalty. If you think it's a valid concern that there will be pressure to create a -4 version (or whichever other version), then why do you not think it's an equally valid concern that a flanking bonus is a slippery slope to multiple other flanking bonus's? Or with any other ability that gives a penalty or a bonus in the game?
And of course some people will be unhappy with a cleric of Iomedae getting the murder domain in any fashion. That just continues the point that different tables want different things out of the game. It doesn't mean that for every ability you create you need to create 1,000 other abilities that are subtly different for everybody. People can use the written ability, not use the written ability or modify the written ability to better suit themselves.
Using existing abilities where possible is great. But in Golarion (and a number of other game worlds) there is not an existing option that I'm aware of which allows a cleric of Iomedae the flexibility over domains that separatist gives.

GâtFromKI |
Flanking is a +2 bonus because it was set as a +2 bonus.
Flanking gives a bonus because it add something to the game to have a bonus from positioning. The bonus is arbitrary set at +2. End of story. Creating the same flanking condition with a +1 bonus, and the same again with a +5 bonus, doesn't bring anything new to the game.
Separatist take an existing option, and give an arbitrary penalty to an arbitrary thing for the sake of giving a penalty. It brings nothing new to the game, since the option existed before.
Using existing abilities where possible is great. But in Golarion (and a number of other game worlds) there is not an existing option that I'm aware of which allows a cleric of Iomedae the flexibility over domains that separatist gives.
It is possible to use the cleric of a cause who worship Iomedae in Golarion. You simply create a cleric of a cause who worship Iomedae, and play him in Golarion. It doesn't makes less sense than the cleric of Iomedae who don't believe in her teaching and get the murder domain.
Having the option in the core rules, and then forbidding it, and in the end creating the same option in another book to allow it, is a waste of everyone's time: there are two unnecessary steps in this process. Adding an arbitrary penalty doesn't change this fact. If you forbid an option, you should assume your decision, not create the same option thereafter because you didn't really want to forbid it.

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Dear Mister Reynolds,
How are you ? I am having a nice day reading some books i bought from Paizo Publishing. During my reading of Ultimate Magic i found some matter that i thought would need discussion if you don´t matter. I found that the separatist archetype deserve more to differentiate it from some core options like philosophic clerics. Maybe would be harder to recognize them as priest of the god with knowledge religion or a bonus to diplomacy as the cleric become used to defend his sect ideas in religious debates. I am sure it would be reasonable and i trust Paizo´s decisions but in my opnion this point could be improved so everyone can benefit.
Thank you for your hard work making such wonderfull products.

drumlord |

It is possible to use the cleric of a cause who worship Iomedae in Golarion. You simply create a cleric of a cause who worship Iomedae, and play him in Golarion.
Incorrect and I don't know why this has been repeated so often in this thread. According to the core rules...
If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval).
Two things are important here. First, we should stop saying that a philosophy/cause cleric is equivalent to a separatist. A philosophy cleric can certainly acknowledge the existence of gods the same way all characters do, but they are not devoted to any single deity. It's right there in the rules.
The second important note is "subject to GM approval." Let's take PFS for example. Pretend philosophy clerics were actually allowed in Golarion. You may end up having your cleric simultaneously allowed and banned in PFS depending on who is GMing your table. The entire section allowing for philosophy clerics is a core rules way of saying that you may feel free to house rule any domain combination into existence, but that means they aren't devoted to a particular deity, like normal clerics.
Compare that to the Separatist:
A radical cleric, unsatisfied with the orthodoxy of her deity's teachings, forges her own path of defiant divine expression. Though most members of her faith would call her a separatist or heretic, she continues to receive spells from her deity. Charismatic separatists may develop a large following of like-minded believers and eventually found a splinter church of their deity—and they are just as likely to be the cause of a holy civil war as the branches of the religion fight to determine which is the true faith.
This sounds nothing like a philosophy cleric who does not follow any particular deity.

Berik |
Flanking gives a bonus because it add something to the game to have a bonus from positioning. The bonus is arbitrary set at +2. End of story. Creating the same flanking condition with a +1 bonus, and the same again with a +5 bonus, doesn't bring anything new to the game.
Separatist take an existing option, and give an arbitrary penalty to an arbitrary thing for the sake of giving a penalty. It brings nothing new to the game, since the option existed before.
And separatist gives a penalty because some people think that penalty adds something to the game. Flanking is an arbitrary bonus that applies to your attack role. Separatist gives an arbitrary penalty that applies to your cleric level. We're obviously going in circles here and I don't think the level of the penalty is actually any kind of issue at all. The issue is whether any penalty is justified at all.
It is possible to use the cleric of a cause who worship Iomedae in Golarion. You simply create a cleric of a cause who worship Iomedae, and play him in Golarion. It doesn't makes less sense than the cleric of Iomedae who don't believe in her teaching and get the murder domain.
Having the option in the core rules, and then forbidding it, and in the end creating the same option in another book to allow it, is a waste of everyone's time: there are two unnecessary steps in this process. Adding an arbitrary penalty doesn't change this fact. If you forbid an option, you should assume your decision, not create the same option thereafter because you didn't really want to forbid it.
James Jacobs says several times in this thread that clerics in Golarion must worship a deity. Even if we ignore that though if you're a cleric of a cause then you aren't really getting your powers from Iomedae herself, whether you worship her or not. You might think that's playing with semantics, but it matters to some people.
As mentioned, I don't think you do have the option in Golarion. Maybe someone better informed than me could tell me if it's allowed in Pathfinder Society but my understanding is that a cleric in Pathfinder must worship a deity. Even ignoring that there are certainly other game worlds where clerics must worship a deity and take their domains. Separatist again is potentially useful there.
This is forbidding one option (choosing whichever domains you like) and allowing a different option (choose the domains you like with a penalty). I don't think that there's anything wrong with that.

GâtFromKI |
The second important note is "subject to GM approval."
While the cleric of Iomedae with the murder domain isn't subject to the GM approval.
Wait. What?
Quote:A radical cleric, unsatisfied with the orthodoxy of her deity's teachings, forges her own path of defiant divine expression. Though most members of her faith would call her a separatist or heretic, she continues to receive spells from her deity. Charismatic separatists may develop a large following of like-minded believers and eventually found a splinter church of their deity—and they are just as likely to be the cause of a holy civil war as the branches of the religion fight to determine which is the true faith.This sounds nothing like a philosophy cleric who does not follow any particular deity.
Yes, I have already read the awful fluff; it didn't become better since the last time.
"O Iomedae, I don't follow your teachings, I just want to murder peoples. Can I receive spells anyway? Including murder domain.
- No problem. I don't want to give spells to clerics of Justice, but for peoples like you who just want same murder, it's OK - as long as you worship me. And since I find my church too organized for my taste, can you announce everywhere that you worship my murdering facet and provoke a civil war?
- OK. Why did you give me a nerfed murder domain if you want me to show it to the world?
- ... Look, a butterfly!"

leo1925 |

@drumlord
Let me get this straight, you are saying you can't use the rules of a godless cleric (assuming they were allowed in golarion) and re-fluff them and call yourself a seperatist but instead you have to use the the seperatist archetype, right?
So by the same thinking you can't yourself a pirate unless you are a rogue with that archetype, you can't call yourself a detective unless you are a bard with that archetype and so on....
Do you think that this makes sense?

GâtFromKI |
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And separatist gives a penalty because some people think that penalty adds something to the game.
I think I can write the next Paizo book.
Thousand of archetypes! No fillers! There are the fighter with -2 to trip, the barbarian with -2 rounds of rage, the bard with -2 to damages, the sorcerer with -2 spell known, the wizard with -2 feats... Each of them brings something completely new to the game!

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LazarX wrote:A little bit of disclosure here: Cooke was writing about the old 3.X Toughness feat which only gave you a flat 3 hit points, not the present one which gives you 1 extra hp per level against a minimum of 3.Seriously? You thought that needed explaining? You sadden me, sir. :(
Believe it or not, we will be getting folks who are coming in to Pathfinder as their FIRST exposure to a D20 game, including really oldsters who skipped the 3.X era.

drumlord |

@drumlord
Let me get this straight, you are saying you can't use the rules of a godless cleric (assuming they were allowed in golarion) and re-fluff them and call yourself a seperatist but instead you have to use the the seperatist archetype, right?
So by the same thinking you can't yourself a pirate unless you are a rogue with that archetype, you can't call yourself a detective unless you are a bard with that archetype and so on....
Do you think that this makes sense?
Don't put words into my mouth please. You know I didn't say any of those things. The question you should be asking yourself is whether a cleric choosing to worship a deity or not is fluff. I say it isn't. The core rules say it isn't. I also say feel free to house rule these things to your hearts content.
While the cleric of Iomedae with the murder domain isn't subject to the GM approval.
Wait. What?
According to these, yes, that works. Are we finally acknowledging that this does, in fact, allow for a different character than a philosophy cleric? If you are arguing its absurdity, there are examples of entire separatist movements in Golarion. Is there not an entire church of Sarenrae that accepts the slavery going on around it? That's the whole point of the archetype, to allow for clerics that break the mold, but are still partially backed by their deity.
Pointing out the DM approval can and should exist with all options doesn't invalidate my arguments. You could make plenty of absurd character builds without separatists existing. Take a philosophy cleric for example. He thinks really hard about air and charm for an hour a day and then can cast spells and channel energy.

Berik |
Berik wrote:And separatist gives a penalty because some people think that penalty adds something to the game.I think I can write the next Paizo book.
Thousand of archetypes! No fillers! There are the fighter with -2 to trip, the barbarian with -2 rounds of rage, the bard with -2 to damages, the sorcerer with -2 spell known, the wizard with -2 feats... Each of them brings something completely new to the game!
Right, so I guess we've abandoned attempts at having a sensible debate about this. The separatist cleric gets something for giving up the domains, if those other classes got something for giving up those abilities then have at it.
But I'm apparently a glutton for punishment so I'm going to make one more post here. Let's say that there are two main ways of handling clerics in an individual campaign world:
- Option 1 - A cleric must select a deity and after making that selection is restricted to the regular domains offered by that deity. (this is how things are assumed to work in Golarion)
- Option 2 - A cleric can be a cleric of a cause and is allowed to pick their domains. (a number of other worlds use this approach)
And how would these two different groups look at the separatist archetype?
- Option 1 - Great! I always wanted to be able to take the Animal domain for my cleric of Iomedae! It's not at full power but I never even had the option before, so I'm happy!
- Option 2 - This doesn't help me. I was already allowed to take whichever domain I wanted.
Surely you can see how the separatist archetype offers something to people who play with option 1 rules? Maybe you don't think that group is big enough to deserve an archetype. I sure don't know how many people are in option 1 and how many are in option 2. But I'm pretty certain that you don't either.

GâtFromKI |
Is there not an entire church of Sarenrae that accepts the slavery going on around it?
Do the clerics of those church receive domains related to slavery or tyranny?
Pointing out the DM approval can and should exist with all options doesn't invalidate my arguments.
Since your argument is "one of the options is submitted to GM's approval", yes, it does invalidate your "argument".
- Option 1 - Great! I always wanted to be able to take the Animal domain for my cleric of Iomedae! It's not at full power but I never even had the option before, so I'm happy!
That's not my reaction.
Me: in this game, I don't allow clerics of a cause because [insert here a reason]. And since I'm not retarded, you don't have to explain how you can re-fluff this option - I know how re-fluffing works, and still I don't allow the cleric of a cause.
Player: I always wanted to be able to take the Animal and the glory domains; can I play a separatist? It's the same as the cleric of a cause, but with a -2 penalty and a different fluff.
Me: Are you kidding me?
I don't need a copypaste of an option of the core rulebook. Because I have it in the core rulebook. I'm also able to add some arbitrary penalties if needed - and those penalties will be adapted to my home game, while the arbitrary penalties of SKR's home game won't. Therefore, I don't need a copypaste of a core option with a random penalty - I only need new options, and to see how the author thinks it's balanced with the remaining of the game.

stringburka |

Berik wrote:And separatist gives a penalty because some people think that penalty adds something to the game.I think I can write the next Paizo book.
Thousand of archetypes! No fillers! There are the fighter with -2 to trip, the barbarian with -2 rounds of rage, the bard with -2 to damages, the sorcerer with -2 spell known, the wizard with -2 feats... Each of them brings something completely new to the game!
Rather, it's the fighter that gets to chose his class skills but gets -2 to trip, the barbarian that may be lawful but gains -2 rounds of rage, the bard that has a wider spell list but gains a -2 to damage, the sorcerer with more spells known but -2 caster level, and the wizard with two feats less that gets to pick ANY feat for his bonus feats.

Berik |
Fair enough. Personally I could certainly see a number of arguments for allowing the -2 with different flavour, especially since the whole reason for disallowing domain choice could well be flavour related anyway.
Me: I require clerics to worship a Golarion deity and you're limited to the domain options presented.
Player: I get that, but I'd like to play a separatist from Ultimate Magic. I'd really like to have the Animal domain for my cleric because of *insert cool back story here* and this lets me do it. But it also recognises that Animal isn't a core domain for Iomedae, so it isn't as strong.
Me: Okay, I'll allow that.
Granted I could have just thought of this myself and come up with something after the player presented the idea. But a lot of game rules are things that I could come up with myself. The advantage of Paizo writing it down is that there is now a set standard for doing that kind of thing and it widens the rules beyond things I can think of. The penalties stop being the arbitrary whim of the DM and become 'the rules'.
Now, 'the rules' can be arbitrary themselves but they give us all a common base to work from just like +2 from flanking and -4 from shooting into melee. I can certainly decide on my own that flanking should give some kind of bonus. But it's good to have it in the core rulebook because it means that we all use the same starting point for the bonus.
It's also pretty useful for Pathfinder Society I would think. Though if that was the primary use then it maybe would belong better in a Golarion book.

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So I guess this thread means that people would be happier if the archetype section included text as follows:
Note- Not all archetypes are suitable for all games. Some are designed with a specific campaign style in mind. Check with your GM to see if a given archetype fits the game.
I can see both sides of this argument- yes, it is weaker than a GM approval only option from the Core Rules. I guess people's mileage will vary on whether this is a worthwhile archetype for their game.

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So I guess this thread means that people would be happier if the archetype section included text as follows:
Quote:Note- Not all archetypes are suitable for all games. Some are designed with a specific campaign style in mind. Check with your GM to see if a given archetype fits the game.I can see both sides of this argument- yes, it is weaker than a GM approval only option from the Core Rules. I guess people's mileage will vary on whether this is a worthwhile archetype for their game.
And again, there are advantages for having a god, including extra spells and summon lists.
To many candy store DM's out there...

drumlord |

drumlord wrote:Is there not an entire church of Sarenrae that accepts the slavery going on around it?Do the clerics of those church receive domains related to slavery or tyranny?
Only James Jacobs can answer that. I'm referring to a discussion involving him where he said there is a large church of Sarenrae somewhere where slavery abounds and they tolerate it. He then said despite that church's size, many Sarenrae followers would speak against it. I'm sorry I don't have a link handy for that discussion.
Quote:Pointing out the DM approval can and should exist with all options doesn't invalidate my arguments.Since your argument is "one of the options is submitted to GM's approval", yes, it does invalidate your "argument".
You are being deliberately obtuse. 99% of rules in the book do not explicitly call out a GM's approval being required. Philosophy clerics and Wish are two examples I can think of off the top of my head.
It's clear at this point you're just being belligerent and thick-headed so I'm done. I put my beliefs forward. You can disagree with them like an adult if you choose or you can attempt to belittle my "arguments" by putting the word in "quotes."

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You know what, this thread is a great example of the kind of thing we do not want on our messageboards. Insults, snark, accusations of thickheadedness, attacks on Paizo employees' honesty and dedication, etc.
I'm not going to remove any posts even though there have been several that are clearly over the line ("the line" being "don't be a jerk"). We all have much, much better things to do. And if you're wondering, "I wonder if he's talking about my behavior here," the answer is YES. Yes, I am talking about you.
If you want to start a new thread to discuss whatever it is you think you're discussing here, go ahead. But this one is done.