What Rules-as-Written Make You Scratch Your Head?


Pathfinder First Edition General Discussion

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Bigtuna wrote:

LOL - I read the feat first and was like - bad feat - so what...

But DAMN that's a bad feat!
Don't forget the 4 feats you need as pre req (scorpion style is needed for some of the other pre req's)

But not 1 in 400. you have 1/20 to make a natural 20 - and then you just need to comfirm..

AND THEN the target needs to fail the fort save. Not likely unless you're a monk statted out like a primary caster.

So the chance is 1/20 * X/20 * N/20
where x = 21-(number you need to confirm)
and n=(number target fails on), likely to be a 1
the first number can be increased to 2/20 if you have improved Crit or something.

So you're looking at NX/8000 is the chance to get this to work, assuming you can start within 5' of a target that's got the prerequisite debuff on it. Personally, I'd rather just Flurry or Coup de Grace.


stringburka wrote:
cattoy wrote:

My head scratcher has always been the escalation of HP. Getting better at avoiding damage should increase with experience. The ability to absorb it, rather less so.

The game mechanics for sneak attacks have always offended my sensibilities. It is hard to imagine that there are techniques for striking targets in vulnerable locations that are only known exclusively and universally by rogues. You can't convince me that fighters, rangers, monks, etc. would never study these techniques.

HP is also the ability to parry, "roll with the blow", and generally "getting lucky". James Bond has a s!*!load of hit points; that's why the bad guys always miss. Kinda. The abstraction still doesn't make sense, but at least it's not as bad as could be thought (a 5th level barbarian can NOT have 7 longswords sticking out of him and walk around).

And on the rogues, the thing is that the other classes also study those methods. For fighters it's called weapon training and weapon specialization, for rangers it's favored enemy, for monks it's stunning fist, increased unarmed damage and so on. The difference is, most warrior classes can always use these tactics - while the rogue is worse at fighting, so he can just go for the weak spots when the opponent can't defend himself properly.

People keep saying this about HP, but the rules do a craptastic job of reflecting that philosophy. If increased HP were because of your improved ability to parry, squirm and evade the solid blow, then why don't your HP go down when you get blinded? Why don't blows delivered by [ANYBODY WHO IS NOT A ROGUE] hurt you more if they are invisible, you are unaware of the attack, or any of the infinite other scenarios where you can't use that argument and yet the inflated HP still remain?

If you actually read the rules, the only logical explanation for inflating HP is plot immunity, divine favor and/or high level people have stronger bones, tougher skins etc. The whole 'training lets me slip the worst of the blow' thing just doesn't survive any scrutiny. If this philosophy was central in the minds of the game designers, then they botched their craft: game system roll.


cattoy wrote:
high level people have stronger bones, tougher skins etc.

This is how I do it. Look at Boromir's final scene from Lord of the Rings, or Kingdom of Heaven.

"I once fought two days with an arrow through my testicle" the big german guy was even more impressive, fighting with an arrow right through his THROAT.

These guys are level 5 or less (I would probably estimate level 3 personally, but that's me.)

Lantern Lodge

The question about swimming in armor, here you go

http://vimeo.com/13634653


laurence lagnese wrote:

The question about swimming in armor, here you go

http://vimeo.com/13634653

That's not definitive. That means that, in one set of circumstances, it wasn't practical.


Higher level people are just tougher. Their bodies are capable of absorbing more positive energy from the environment, so they're harder to kill and they heal faster. That's why it takes more positive energy-- cure spells and Channel Energy-- to heal high-level characters; you're literally refilling a larger reservoir.

This also explains why they're capable of running faster than normal humans, jumping farther, and-- yes-- swimming in platemail.


Pathfinder Adventure, Adventure Path, Maps, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Battles Case Subscriber
Erato wrote:
cap on falling damage).

cap on falling damage = you have reached terminal velocity and don't accelerate.

Richard Leonhart wrote:

hp and something that would realisticly kill you instantly.

It's like a high level character can loose 10 liters of blood without dying.

High level = >5.

appropriate link
http://www.thealexandrian.net/creations/misc/d&d-calibrating.html

I’m seen people spend countless hours trying to tweak various rules so that, for example, 20th level characters (who are basically mythological demigods) can’t fall off the Cliffs of Insanity and survive because “no one could survive a fall like that”. Well, that’s true. No one in the real world can survive a fall like that. But that’s because no one in the real world is a demigod. You might be missing the forest for the trees here.


A lot of people think that D&D is a very different kind of game than what it is. They simply don't understand the scale; since the game starts Warhammer, they expect it to stay Warhammer when it's only designed to stay that way for a short while before becoming more and more like Exalted.

Lantern Lodge

Kelsey Arwen MacAilbert wrote:
That's not definitive. That means that, in one set of circumstances, it wasn't practical.

Yes which is a point they make in the video, that if I guy was in better fitness or a skilled swimmer it likely would be possible


laurence lagnese wrote:
Yes which is a point they make in the video, that if I guy was in better fitness or a skilled swimmer it likely would be possible

So in all practical ways, its just isn't going to happen.

- No helmet
- No weapons
- No shield
- Very incomplete suit of armour (no chain under, missing plates)
- In a millpond smooth body of water (ie no waves)

So the answer is... no.

Make a great anchor though!


Elondor wrote:
Imo, the components part of spells is horrible unflavored. ASF should only affect spells with somatic components for instance.

Arcane Spell Failure Chance: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they're wearing armor. Bards can wear light armor and use shields without incurring any arcane spell failure chance for their bard spells.

Rule as Written


Shifty wrote:

So in all practical ways, its just isn't going to happen.

- No helmet
- No weapons
- No shield
- Very incomplete suit of armour (no chain under, missing plates)
- In a millpond smooth body of water (ie no waves)

So the answer is... no.

Make a great anchor though!

The Romans did it. Granted, they had lamellar instead of full plate, but they still had helmet, weapon, and shield and were in running water. History says there is some precedent.


Sure, given that they were hanging around the Med and passtimes like swimming were more common, the Romans were generally very fit, and they had much lighter/buoyant equipment, it probably was (for very short distances) feasibile - though how many simply drowned? Just because they managed to do a few water crossings doesn't mean they all made it... what was the casualty rate?

In Pathfinder though you could pretty much do it all day in full plate...which is getting carried away just a bit too far.


Something you have to remember Shifty is that these aren't humans you're dealing with. They (regarding the type of PC apt to use fullplate) are monsters with strength that VASTLY surpasses that of normal men.


Shifty wrote:

Sure, given that they were hanging around the Med and passtimes like swimming were more common, the Romans were generally very fit, and they had much lighter/buoyant equipment, it probably was (for very short distances) feasibile - though how many simply drowned? Just because they managed to do a few water crossings doesn't mean they all made it... what was the casualty rate?

In Pathfinder though you could pretty much do it all day in full plate...which is getting carried away just a bit too far.

Well, you have to remember that Pathfinder PCs are exceptional people, not commoners.

I do, however, agree that it's almost certainly only feasible over very short distances. Perhaps add in a rule that after a few minutes you have to save against fatigue?


Elondor wrote:
ASF should only affect spells with somatic components for instance.

This is how it works.

Quote:
-wizards, pinnacles of magical knowledge, forget spells that they had memorized because they used them (seems sirry to me, also see:prepared casters)

They do not forget spells. In fact, they don't memorize spells. They prepare spells ahead of time. That part of the magic chapter doesn't even mention memorization.


Also, swimming while weighed down isn't impossible or even all that difficult. The difficulty comes in with having a restricted range of movement, which is why ACP applies to Swim.


Phone your local Coast Guard base; I'll wait. Ask the NCOIC who answers if someone can swim while wearing 35-lbs of chain mail strapped to their body by leather buckles, with a 10-lb wooden shield fastened to one arm, a 5-lb iron helm sitting on their head, and around 7-8 lbs. of assorted weaponry hanging from their waist and chested.

After he finishes laughing, and tells you no, come on back here.

Certainly--in very shallow water, for an extremely brief time--it is possible, but look at how many swimmers die each year because of exhaustion. These are (for the most part) professional swimminers who are properly equipped for swimming, and yet, they push just a little too far and wind up drowning or having to be hauled out of the water by a rescue boat. Long-distance swimming (or long-duration swimming) is extremely exhausting.

Swimming in heavy (or even medium) armor is very simply put a way to rapidly commit suicide.

Master Arminas


So now we're throwing in caveats about long-distance swimming, which is AFAIK the first time that's been mentioned in this thread.

Yes, it is possible to swim in armor. You might not be able to do it, but we're not talking about you doing it. We're talking about it being possible. Soldiers on D-Day swam ashore carrying dozens of pounds of gear, assault rifles, ammunition, mortars, mortar shells, machine guns, etc etc, all while being fired on by artillery and machine guns from entrenched positions. A frequently forgotten thing about armor in these types of discussion is that armor is worn, and it is specifically designed to have its weight distributed relatively evenly across the body in proportion with the ability of that part of the body to carry the weight.

It is far easier to do pretty much anything while wearing 35 pounds of chain mail than it is while carrying 35 pounds of chainmail in a backpack.


Some soldiers on D-Day waded ashore carrying huge loads. Several hundred of them drowned because they left the ramp in water that was over their heads and couldn't get their packs, equipment, weapons, and gear off their bodies in time. Many more did swim to shore, with their equipment--and frequenty their boots left behind offshore. Luckily for them, there were plenty of spare weapons on the beach. I would not consider D-Day a sterling example of how someone can swim in armor or while weighed down. You need to re-read your history, Fozbek.

Master Arminas


Normandy is not a good example. putting most of your gear in a backpack is not the same as wearing armor. Distribution matters a great deal.

It's not safe or easy, but there are those who can do it. The Romans pulled it off in lamellar, which is just as heavy as chainmail. Did a lot drown? Probably. Do a lot of Pathfinder PCs drown? Yup. The way Pathfinder handles the issue may not be 100% realistic, but I am willing to buy that an incredibly strong character (remember, the PCs are not normal people) could do it, if only over a very short distance.


cattoy wrote:

People keep saying this about HP, but the rules do a craptastic job of reflecting that philosophy. If increased HP were because of your improved ability to parry, squirm and evade the solid blow, then why don't your HP go down when you get blinded? Why don't blows delivered by [ANYBODY WHO IS NOT A ROGUE] hurt you more if they are invisible, you are unaware of the attack, or any of the infinite other scenarios where you can't use that argument and yet the inflated HP still remain?

If you actually read the rules, the only logical explanation for inflating HP is plot immunity, divine favor and/or high level people have stronger bones, tougher skins etc. The whole 'training lets me slip the worst of the blow' thing just doesn't survive any scrutiny. If this philosophy was central in the minds of the game designers, then they botched their craft: game system roll.

HP are a goofy concept. I don't believe that the rules intend for you to take 12 solid hits with a great axe.... but I also can't see 'parry/dodge/roll' making any sense either.

Healing spells heal 'DAMAGE', they're not increasing your luck bar... they heal DAMAGE.

Critical HITS mean that you were HIT with the great axe, not that you rolled with the blow...

BLEED damage, means that you are BLEEDING...

The entire game is designed around HP = Damage... Right down to the stat DAMAGE under the weapons.

However... Realistically that doesn't make any sense, so it's been reworked, revisted, reimagined... and really should just be accepted as necessary and just not think too hard on it. ;)


master arminas wrote:
Several hundred of them drowned because they left the ramp in water that was over their heads and couldn't get their packs, equipment, weapons, and gear off their bodies in time. Many more did swim to shore, with their equipment--and frequenty their boots left behind offshore. Luckily for them, there were plenty of spare weapons on the beach.

So your assertion is that 100% of the soldiers that had to swim and survived did so by dumping all of their equipment? Perhaps it is you who needs to read your history again.

I never claimed that every soldier did it. I simply said that it was done. Not every PC (let alone every character) can do it in Pathfinder in easier situations, either, so I'd say it mirrors reality well enough for an abstract fantasy game system that goes well past what real humans are capable of doing.


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Jack LaLanne swam across a harbor while handcuffed, shackled, and towing a tugboat. To celebrate his 80th birthday.

You get a human-- a real-life human-- with a high Strength and ranks in Swim, and you can swim in metal armor for a while. Longer than most people would guess. Most humans are so fat, soft, and weak-willed that people don't even realize what a well-conditioned, highly-motivated human being can truly accomplish.

And D&D heroes? They're not in peak human condition. They left their humanity behind somewhere around fifth level and they never looked back. The -5 armor check penalty for trying to swim in chainmail? That's the difference between a part-time lifeguard and a Coast Guard rescue swimmer. -9 for half-plate and a heavy shield? (Steel, so it don't float.) That's the difference between your average sailor and Michael Phelps.

Liberty's Edge

Elondor wrote:
-wizards not being combat viable (think gandalf. I suppose he was a gestalt fighter/wizard. I also suppose magus 'fixed' this)

Two things: this isn't MERP (Gandalf's "natural" RPG system), and he was a demigod, not a human wizard.

Liberty's Edge

Elondor wrote:
-slings being terrible weapons (watch deadliest warrior, slings are highly lethal and can penetrate armor)

You know that show's a joke, right?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
houstonderek wrote:
You know that show's a joke, right?

Their so-called scientific tests and the resulting conclusions certainly are a joke, but are you trying to tell me they DIDN'T bury a sling bullet into a skull? Looked pretty real to me.


houstonderek wrote:
You know that show's a joke, right?

I stopped watching when they started glorifying the IRA. Freedom fighters? Yea, right. Northern Ireland is part of Great Britain because it's people like it that way. That makes the IRA's actions an attempt to forcibly take territory that the Republic of Ireland has no rightful claim to. Not to mention the fact that their tactics make no sense. It's terrorism, pure and simple.


Why oh why are wolf companions large after 7th level. I would say medium would be a stretch for a wolf. Large is ridiculous.

Likewise, why the hell do bear companions only get to be medium??


Ravingdork wrote:
There so-called scientific tests and the resulting conclusions certainly are a joke, but are you trying to tell me they DIDN'T bury a sling bullet into a suit of armor? Looked pretty real to me.

There is a reason it took composite bows to finally make the sling obsolete.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Kelsey Arwen MacAilbert wrote:
There is a reason it took composite bows to finally make the sling obsolete.

Wasn't it the bow's longer range and ease of learning that made slings obsolete?

In terms of sheer damage, slings are just as deadly as bows, but it takes more training to get there.

Liberty's Edge

Ravingdork wrote:
There so-called scientific tests and the resulting conclusions certainly are a joke, but are you trying to tell me they DIDN'T bury a sling bullet into a suit of armor? Looked pretty real to me.

I'm just saying the show is a joke. Max Geiger is a geek fanboi who refuses to listen to anyone who might say a ninja wasn't all that, etc. Robert Daly lied about his credentials, experts have said they're not even listened to for the computer sims, and there is little to suggest they actually have a clue what they're talking about.

As to the sling/armor deal. I have no idea. I could whip us a convincing CGI if you'd like. It's already been suggested on several forums that Geiger tinkers with the programming to get the results he wants. So anything's possible with that crap fest.


Ravingdork wrote:

Wasn't it the bow's longer range and ease of learning that made slings obsolete?

In terms of sheer damage, slings are just as deadly as bows, but it takes more training to get there.

The problem with slings isn't the difficulty to learn them (they are, in fact, a fair degree easier than an English Longbow, though they are still a 'grow up with it' weapon) but rather in how they are used. Slings don't get along well with being lined up in firing formation.


Ravingdork wrote:
...bow's...ease of learning...

HA! Hahahahahahahahaha! That's funny.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Kelsey Arwen MacAilbert wrote:
HA! Hahahahahahahahaha! That's funny.

Compared to learning how to aim a sling properly, it's a damn sight easier.


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Ravingdork wrote:
Compared to learning how to aim a sling properly, it's a damn sight easier.

You're thinking of modern composite bows Ravingdork. Use of traditional Longbows of the pulls tabletop gaming has in mind took a lifetime to train.

Frog God Games

Ravingdork wrote:
Compared to learning how to aim a sling properly, it's a damn sight easier.

Not appreciably.

Crossbows were the point-and-click WMD of their time.

Still, without getting into a debate about which was easier to aim, the fact that the bow did scads more damage and greater range would far outweigh concerns of aiming.

Besides, wasn't it the catapult that put the sling out of business? ;)


Longbows did more damage at more range, yes.

Nobody used longbows except the English and the Japanese.

Slings out-ranged, out-damaged, and out-rate-of-fired shortbows, however. That's why the Romans preferred slingers to Parthian bowmen.


Chuck Wright wrote:


Besides, wasn't it the catapult that put the sling out of business? ;)

Nah it was the slingshot ;)


roguerouge wrote:
Scent auto detects within a range, but perception includes smells now. Really feel that scent ability ought to just give a bonus to perception.

Scent autodetects within a short range, yes, but it does not autolocate unless the subject is within an adjacent 5' square. A move action will give you a direction for free, but I'd say that it's still a hefty DC to try to pinpoint the exact hex at any greater range than 5'.

Even so, I concede that Stealth is pretty useless against wakeful targets with Scent at close range. However, sleeping targets would only get that +8 bonus to the Perception checks they'd need to make (at -10) to wake up and if the Stealther moves in from downwind (assuming there IS any wind) then it is within 15' and attack range before that +8 even comes into play.


Elondor wrote:


-wizards not being combat viable (think gandalf. I suppose he was a gestalt fighter/wizard. I also suppose magus 'fixed' this)

Gandalf is not a very good example of a wizard not being good at melee combat. First Tolkien’s wizards are not mortals, they are human shaped creatures formed from magic. Gandalf was nearly 1000 years old at the beginning of LoTR, giving him several centuries of fighter training to be almost as good as a regular Rohan warrior. Gandalf after he died killing the balrog was resurrected and granted even more power by the gods themselves for the express purpose of defeating Saruman. Lastly, according to Tolkien’s own notes Gandalf the white was the equal to Sauron in power so he is hardly comparable to any non-deity.

Sczarni

Suzaku wrote:
Elondor wrote:


-wizards, pinnacles of magical knowledge, forget spells that they had memorized because they used them (seems sirry to me, also see:prepared casters)
It's my understanding that a wizard when wizard is preparing his spells, he's actually starting his casting. So think of it this way, lets say you know how to make a grenade (aka fireball), so you make 2 in the morning. You get into a fight and toss your two grenades. Sure you know how to make a grenade, but you can't simply say "I toss out a third grenade" because you know how to make one.

I was always of the mindset that preparing spells means going to the cupboard where the wizard keeps his spell components, measuring out little spoonfuls of whatever spells he wants to prepare, and loading them up in his spell component pouch. So when you're out of castings of Silent Image but still have a Tiny Hut and a Flaming Sphere left, it's because the pouch on your belt is out of sawdust and moths' wings but you still has a tablespoon of grig's ear and some dry tinder left, or something.

My biggest issue is that the paladin's alignment restrictions also restrict who the paladin is allowed to be in a party with, while all the other classes with alignment restrictions can hobnob with whoever they want and never lose any sleep (or class abilities) over it.


The whole spellcasting system as written I mean think about it.

1) I have innate arcane energy that I shape to my will but I have to learn how to create fireballs and firebolts seperately.

2) Wizards prepare their spells, cast and lose them. Sure its "preparing" a spell before hand but your telling me that after 40 years of memorizing and casting magic missle an average of 2.1 times a day I haven't got the formula down pat? And that doesn't even account for the fact that something's happening to prevent you rememorizing it till X amount of time has passed.

3a) Anyone who takes a hybrid class e.g. bard/magus can cast in armour no problems but a wizard doesn't even get access to feats to achieve the same effect.
3b) Similarly a wizard who casts a spell with no words or geastures can still fail to cast the spell because of that leather armour their wearing but not if their wearing a leather jacket and pants.

I prefer something like the black company/true sorcery style where you have innate power you charge your spells with (a mix of hp and a buffering magical energy, the more magical energy you have the less of your mental and physical energy you use). You have a skill to determine your ability to cast the spell and while armour makes it harder it doesn't make it impossible, and its easy to houserule things like stil spell (doesn't exist in that system or at least I don't remember it) reduce that. And you just pick a lore e.g. create energy fire that you can use to produce fireballs, firebolts, fire wall, a camp-fire or any other fire related effect you choose. Combine with fire lore and after you've made that campfire you can alter it to be hotter, larger, last longer etc. Of course unless you take earth lore you can't do any earth effect but that works for me.


The Sorceror, who gets his powers without study, has the same skill level and BAB as the wizard who had to devote years to studying magic at the expense of learning other disciplines and has less time day to day to practice other skills because he has to spend time preparing spells.


Atarlost wrote:
The Sorceror, who gets his powers without study, has the same skill level and BAB as the wizard who had to devote years to studying magic at the expense of learning other disciplines and has less time day to day to practice other skills because he has to spend time preparing spells.

Ah but you get to use a blunt piece of wood otherwise known as a club or simple weapons proficiency. Yes add that into my dislike of the current spell system as 4.


raw

3 rogues vs 1 pole arm fighter.

15 foot wide corridor. Rogues are sighted at the end. Init is rolled.

3 rogues advance. They leave a threatened square. Pole arm fighter has combat reflexes. Whack whack whack three attacks of opportunity on the rogues.

The fighter is then sneak attacked because he hasn't had his regular turn in initiative.


A ranger getting bonuses against a favored enemy even if he has no idea that the creature is his favored enemy. I guess the bonus could be fluffed as divine inspiration though.

PS:I am not against the ability, but it is hard for some to explain if they take the time to think about it.


BigNorseWolf wrote:

raw

3 rogues vs 1 pole arm fighter.

15 foot wide corridor. Rogues are sighted at the end. Init is rolled.

3 rogues advance. They leave a threatened square. Pole arm fighter has combat reflexes. Whack whack whack three attacks of opportunity on the rogues.

The fighter is then sneak attacked because he hasn't had his regular turn in initiative.

What's weirdest about that is that it's no accident. Combat reflexes specifically provides an exception to the rule about normally being unable to make AoO when you're flat-footed, but doesn't remove any of the other penalties. I guess they're a very specific kind of reflexes. Just the offensive reflexes.

------

Want to know another weird thing about how wizard magic works? Wizards don't know any spells. Seriously. Well, besides "Read Magic". They know that one. Other than that, they don't know spells. If you swap the spellbooks of two wizards, you almost completely swap their magical capabilities. (Outside of supporting features, like arcane school, feats, etc.)

------

Liam Warner - Regarding your 3a, there are feats that allow you to ignore ASF. Arcane Armor Training/Mastery are in the Core Rulebook. They burn swift actions, which is pretty unfortunate, however.

------

My humble contribution is Tree Stride. The spell makes sense, but the "different distances for different trees" table is one of the most baffling tables in the system. Who thought that was an important thing for the spell to have, and how was the table populated? The table barely even makes a difference.


Tree stride is an example of a legacy mechanic that has no particular reason to be that way except for tradition, but nobody bothered changing it.

Shadow Lodge

OilHorse wrote:

HP has always been the same through the editions of DnD and now into PF.

Your experiences through your adventuring career have honed your senses and techniques to avoid blows from your enemies. This is why @ 1st level that longsword would kill you in a few blows, but @ 10th it is merely a scratch. It went from near eviseration to a cut on the forearm.

That's fine, until you begin taking damage from a source that is absolutely unavoidable and can't be marginalized as to "coming close". If you fall into a pit of acid, your higher level shouldn't really come into account.

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