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


Pathfinder First Edition General Discussion

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Ah didn't know about them, haven't studied the core book as seriously as I would if I expected to have time to run a game soon thanks though Joyd.

On the subject of the magic system the fact that half the new classes use the same spells/mechanics as previous ones but get different spell lists. I picture a magus seeking to learn new and mysterious magics only to be told they can't learn fireball because they carry a sword (i.e its not on their list, it may be I don't know what exact spells are on there). Lets simplify it down to an arcane (those who tap the internal and external mana sources of their world) and divine (those who receive power from gods/demons). Every caster class can learn any spell (within the usual limits of spell availability e.g. if you don't find a scroll of fireball till 8th level you don't get to learn it before then) of their power source they have the levels/slots for.

Doesn't that make more sense than for us to have a mage list, a magus list, a summoner list, a witch list, a gandolf list etc. They can learn different amounts of spells and have different abilities but any spell a witch can teach them a magus can learn.

Liberty's Edge

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I am sure I have responded to a thread like this before but will do so again :)

My number one "why the hell did Paizo make the rule work that way?" thing is the fact that it is as easy, and often easier, to escape from being a grappled if you have the Pinned condition rather than just the Grappled condition.


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I don't understand the fuss about swimming in Full Plate.

Normal fighty folks (aka Warriors) of Level 1 or 2 can not swim in Full Plate. To do so you need at least a Level 3 Warrior with 13 Strength and all skillpoints into Swimming.

As far as my understanding goes, this char already borders the inhuman - a true "swimming in armor" specialist - now add rough water and he will sink after just a few feet...

If you start complaining that a 3rd Level Fighter PC with 18 Strength that trained swimming above all else can do so I am not getting you at all. 18 Strength is clearly inhuman so where is the problem?

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Hitpoints are not even worthy of discussion within this context. The theme of hitpoints has always been a mixture of resilience, luck and similar abilities which explains why there is no difference, rules wise, between being in the state of 1 HP to being in the state of 100% hitpoints.

Yes, that makes Cure Light Wounds a stupid name for a spell that restores full and total health to 90%+ of the fantasy worlds population and implies that HPs are actually wounds and only wounds but here you go.

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That said the perception rule of -1 per 10' is the only universal rule that certainly does not work and makes me scratching my head very shortly before changing it to apply only to thorough inspections rather than actually percepting something.

Silver Crusade

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MicMan wrote:


That said the perception rule of -1 per 10' is the only universal rule that certainly does not work and makes me scratching my head very shortly before changing it to apply only to thorough inspections rather than actually percepting something.

I think this would only work if there was actually certain levels of Perception. To notice someone from 20 feet away is nothing, to read size 12 font from 20 feet away is a totally different story.


Anyone who says that 1d4 weapons (such as the sling and dagger) are weak is ignoring the fact that 99% of the world's population only have 1d4 hit points. If the only people who can reliably survive a hit from a sling are the superhumans, that sounds like a pretty darn powerful weapon to me.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Most people can reliably survive being hit from a sling. They won't die until -CON, and have a reasonable chance to stabilize before reaching that.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Tangent, I think.

Spoiler:

I thought the wound/vitality mechanic was best explained in the Stargate RPG.

When the Jaffa fires the staff weapon and hits the wall next to Carter, that's a hit doing vitality damage.

When the same Jaffa hits Daniel in the gut with the staff weapon, that's wound damage.


I don't mind the 'different spell list' mechanic. The Magus spells can all be cast in light armor, while the wizard spells have to deal with ASF. To me they're trained differently. Think of the wizard being 2e and the magus being BECMI. Each can understand what the other is doing, and even overlap in similar ways, but the magus *can't* use the wizard's spellbook and vice versa, they would have to pull out 'ye old translation guide' to transcribe a spell.

I would like a "Stupid move, you're dead." hard coded into the rules. It's like the rifts analogy of sticking a 9 MM in your mouth and pulling the trigger because you have enough SDC. Um, no, you're still dead.

Sovereign Court RPG Superstar 2011 Top 32

Liam Warner wrote:

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.

Er, no they can't:

PRD wrote:

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.

Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing armor must usually make an arcane spell failure check. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the percentage chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure.

Bold added by me for emphasis.


isnt this an old thread?

I will repeat my peeve

FLAT FOOTED TILL INITIATIVE

stupid stupid rule which assumes that battle hardened warriors facing a known enemy 50 feet away will sit there flat footed and get punched in the face because they rolled 1 lower on the initiative roll.

kind of breaks the whole concept of every one is acting at the same time and the turn based mechanic is just an abstraction.


Now that I think about it I also hate the

Fly Rules

they KIND OF make sense... but only in a simultaneous movement environment not in a turn based one.


I can't stand the rule that if you don't have a BAB of 1 or more that you can't draw your weapon as part of a move action. This only affects a sliver of adventurers (BAB 0 level 1 classes only) for 1 level. Just get rid of it and say you can draw a weapon as part of a move action. Period.


Kthulhu wrote:
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.

Which is why a) you stopped accumulating HP @ name level in 1st ed and b) they introduced massive damage roll when they allowed you to keep accumulating HP.


Flat-footed before you act in initiative. Someone said this already - I am just seconding it.

I can make a Reflex save vs a still, silent fireball cast by an invisible mage during a surprise round (getting my full bonus from Dex), but I can't use any Dex at all to my AC if someone charges at me from 60 ft. away in the first round of combat just because I haven't acted yet.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Due to the way Animal Companion rules work in Pathfinder--specifically the size change at a given level--a Goblin Cavalier cannot select a Goblin Dog as his bonded Mount at 1st level--at that point, the Goblin Dog will be Small, and therefore unridable.


Starting age rules.

The human wizard spends 20 years studying magic and knows 7 level 1 spells.

The Elven wizard spends 200 years studying magic and also only knows 7 spells.

But you say "Well he spent those 180 years gaining long-sword proficiency." But the human can use his bonus feat to gain proficiency with *all* martial weapons.


that isn't actually true.

Martial Weapon prof grants Prof with one single weapon not all martials.

Quoteth the Prd(eth)
Martial Weapon Proficiency (Combat)

Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).

-S


Knight Magenta wrote:

Starting age rules.

The human wizard spends 20 years studying magic and knows 7 level 1 spells.

The Elven wizard spends 200 years studying magic and also only knows 7 spells.

But you say "Well he spent those 180 years gaining long-sword proficiency." But the human can use his bonus feat to gain proficiency with *all* martial weapons.

presumably, neither is an apprentice and a toddler at the same time, so the ACTUAL apprenticeship period is going to be closer to the same. The rest is easily chalk-up-able to humans applying themselves (since they have to) to a much greater degree, whereas the elf apprentice is taking sabbaticals to dance about in the forest. ;)

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Fighter multiclasses wizard. Regardless of having to buy the spells or not, he still learns the same amount in far less time than his single classed friend.

RPG Superstar 2009 Top 32

How about that electrical attacks are perfectly safe to use under water?


Chobemaster wrote:
Knight Magenta wrote:

Starting age rules.

The human wizard spends 20 years studying magic and knows 7 level 1 spells.

The Elven wizard spends 200 years studying magic and also only knows 7 spells.

But you say "Well he spent those 180 years gaining long-sword proficiency." But the human can use his bonus feat to gain proficiency with *all* martial weapons.

presumably, neither is an apprentice and a toddler at the same time, so the ACTUAL apprenticeship period is going to be closer to the same. The rest is easily chalk-up-able to humans applying themselves (since they have to) to a much greater degree, whereas the elf apprentice is taking sabbaticals to dance about in the forest. ;)

Nor are elves adult at 20 and then spend the next 180 years just dancing around in the woods. According to the rules, they're adult (equivalent to human 15) at 110. They don't grow up as fast.


thejeff wrote:
Chobemaster wrote:
Knight Magenta wrote:

Starting age rules.

The human wizard spends 20 years studying magic and knows 7 level 1 spells.

The Elven wizard spends 200 years studying magic and also only knows 7 spells.

But you say "Well he spent those 180 years gaining long-sword proficiency." But the human can use his bonus feat to gain proficiency with *all* martial weapons.

presumably, neither is an apprentice and a toddler at the same time, so the ACTUAL apprenticeship period is going to be closer to the same. The rest is easily chalk-up-able to humans applying themselves (since they have to) to a much greater degree, whereas the elf apprentice is taking sabbaticals to dance about in the forest. ;)
Nor are elves adult at 20 and then spend the next 180 years just dancing around in the woods. According to the rules, they're adult (equivalent to human 15) at 110. They don't grow up as fast.

Exactly, so the apprenticeships could be deemed 20-15= 5 years vs. 200-110=90. 5 and 90 certainly aren't the same, agreed, but it's better than 20 vs 200.


TriOmegaZero wrote:
Fighter multiclasses wizard. Regardless of having to buy the spells or not, he still learns the same amount in far less time than his single classed friend.

multiclassing in general is pretty silly.

I was born and raised in a barbarian tribe.
one day my friends and I fight a few giants.
I go home and rest.

in the morning I have gained a level of alchemist.

WTF?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Which is why I don't even consider class being anything in the game world. Class abilities are the only thing that actually can be perceived, and even then they can be perceived in many different ways.


Quote:
Exactly, so the apprenticeships could be deemed 20-15= 5 years vs. 200-110=90. 5 and 90 certainly aren't the same, agreed, but it's better than 20 vs 200.

The poster who said 20/200 years was wrong. It doesn't take a human 20 years to becoma a wizard, or an elf 200 years.

The average human needs 7 years, while the average elf needs 35. At the absolute worst, the elf needs 60, and the human 12. Scroll down to Random Starting Ages.

Its even possible for a human to take longer to learn to be a wizard then an elf (12 years maximum for a human, 10 years minimum for an elf).

Silver Crusade

If it were my game I would question how you were able to multi-class into X class unless you can give me a legit reason as to why you could.


blue_the_wolf wrote:
TriOmegaZero wrote:
Fighter multiclasses wizard. Regardless of having to buy the spells or not, he still learns the same amount in far less time than his single classed friend.

multiclassing in general is pretty silly.

I was born and raised in a barbarian tribe.
one day my friends and I fight a few giants.
I go home and rest.

in the morning I have gained a level of alchemist.

WTF?

When we first migrated to 3.0 and its "weak" class system, I required backstories supporting it or training in it to justify a new class.

For example, we had an elf PC who was eventually a rogue/sorcerer/Arcane Archer. It was in his backstory all along that he had magic in his family, association w/ Arcane Archers, etc. It wasn't a "hey, let's take a dip."

If you wanted to add a level of monk w/ no previous linkage to monkishness to justify how you were "almost" a monk already, you had to train at a monastery.

It became apparent that wasn't how the game was being played anymore and I gave it up, though. I still think it was better.

Silver Crusade

I just want to comment on the human/elf debate here. Since elves live so long it has always been said that they take their time when it comes to learning things. 7 years to a human would be the same as 35 years for an elf. It has nothing to do with learning ability.


TriOmegaZero wrote:
Which is why I don't even consider class being anything in the game world. Class abilities are the only thing that actually can be perceived, and even then they can be perceived in many different ways.

and if the universe of supplements are all "active" in the gameworld, most class features can be replicated or approximated in more than one way.


shallowsoul wrote:
I just want to comment on the human/elf debate here. Since elves live so long it has always been said that they take their time when it comes to learning things. 7 years to a human would be the same as 35 years for an elf. It has nothing to do with learning ability.

That it inherently MUST take an elf 5x longer to learn the some thing DOES indicate a difference in learning ability. By RAW, your PC elf and his master CANNOT have been unusually diligent and applied themselves as if they were human.

For that matter, what if the master were human and ran his training on a human timetable? He can train a human to learn to become a wizard and almost certainly dies trying to teach the elf the same thing. Despite a stereotypical predisposal of elves towards wizardy.

Must be tough to watch for the apprentice-elf. Guys from his same "first day of school" have had adventuring careers, reached level 20, and retired...while he's at the funeral for his 2nd master, still working toward really getting down that Magic Missile...

It's just one of those things that breaks down. It takes a pre-game elf wizard much longer (like 18x longer) to achieve Wiz1 as it does the pre-game human. Then after that, they learn at the same rate. It can't really be justified IMO, it's just what it is.


Not real life relevant: Empower Spell. (random is variable but not all variable is random. ex: caster level is variable, based on level, but certainly not random. Range is variable based on feats but also not random. Damage is random and variable. Duration is variable, but again, not random.) Should have just been written as add half to rolled damage, for clarification.

real life relevant: Action economy. Check out the Commoner Rail Gun theory. (it involves the idea that passing an object is a free action and free actions are unlimited in combat)


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dkonen wrote:


real life relevant: Action economy. Check out the Commoner Rail Gun theory. (it involves the idea that passing an object is a free action and free actions are unlimited in combat)

I hate the commoner rail gun as an example. For the first 90% it has to use rules as written, ignoring common sense, so the commoners can all delay their actions and move the stone 1 mile in 6 seconds. Then, all of a sudden, it has to use common sense to say that a stone moving 600 mph should do a lot of damage, rather than consistently using the RAW to say it does about 1d2 damage with a 10 ft. range increment being thrown by a commoner, and using a penalty to hit for using an improvised weapon.

That being said, I have problems with action economy as well. In my understanding, the actions are all supposed to be happening more or less simultaneously, but the rules do not represent this well. In the games I've seen that do represent this better (GURPS mostly) combat drags insanely, though. I don't really know a better solution.


I've always interpreted the age-learning disparity thing between races as follows:

You need a certain level of maturity and experience in order to master certain things. Like magic. In particular, you need to have reached adulthood mentally and emotionally to have any reasonable control over your magic. This takes longer, physiologically, for elves than for humans. An elf aged 100 would still be considered young and possibly impulsive and unready to master power.

Imagine you when you were 16 compared to you when you were 25. Would you trust your 16-year-old self with cosmic power? (Incidentally, go watch Chronicle).

That takes care of most of the time-discrepancy. For the rest, I presume elven mages teach slowly and carefully. Because, seriously, what's the hurry? Better for your apprentices to know it well than to blow themselves up.

Short version: Giving people power is a self-correcting problem. If they don't have the wisdom, maturity, and experience to handle it they either manage to gain that wisdom quickly or they destroy themselves. It takes elves longer, objectively speaking, to mature into that wisdom.


I feel as if elves ALWAYS have to be houseruled to explain why they dont rule the world. Its simply makes no sense that creatures that are naturally more intelligent, longer lived and basically better in almost every way would not figure out how to controll the other shorter lived races.

in my games elves are handled in 3 ways.

1) they DO rule the world and every other race is some how subject to or constantly struggling against their ultimate rule. its fun because it creates a world where the elves (who are NOT evil) are still (rightfully) viewed as oppressors.

2) There are no elf females, Elves as most people would interact with them are all male. the female elves are actually dryads and thus elves are highly restricted to their home forests to protect the mothers and simply by nature of their being. the elves that exist outside of the forests are usually exiles of some sort and have only been out of the forest for 5 or 10 years or so at most leaving them just as ultimately mature and worldly as any other player. They also tend to age faster than elves in the forest and thus they do not live more than 50 or so years out of the forest.

3) elves are simply not as long lived as the books say. instead they live only about 1.5 times the life time of a normal human (about 90 to 120 years) the common belief that elves live almost forever is just a misconception enhanced by the elf custom of being named for their profession (so humans may know that an elf named Shavar has lived in the town for 400 years but not realize that 'Shavar' means diplomat in elven and the current Shavar is the 6th one to hold that post and name) On a side note dwarves have a different excuse for seeming long lived.


blue_the_wolf wrote:
I feel as if elves ALWAYS have to be houseruled to explain why they dont rule the world. Its simply makes no sense that creatures that are naturally more intelligent, longer lived and basically better in almost every way would not figure out how to controll the other shorter lived races.

This is one thing that frustrates me intensely.

I reduce elven ages down to somewhat more than humans.

The additional explanation is also offered that elves are inherently crap at everything but think they are the pinnacle of creation. They have to fight an incredible weight of hubris to actually do anything worthwhile. Without being pushed by an outside force, they tend to stagnate and wallow in their own imagined glory.


I don't particularly have an issue with long lived races as I don't see them being superior by dint of age.

I generally view it as elves physically mature later, but they're also more culturally absorbed in matters that may not be relevant to other races. They're more reflective, patient and insightful. Their culture involves exploration of natural phenomena, like watching a flower bloom, for the sheer joy or curiosity of the unfolding geometry, or observing cloud formations, maybe watching wildlife as it wanders past streams, or suchlike.

For dwarves, perhaps it's the learning of appreciation for stone formations, material properties, the simple austere beauty of the refined plane or angle, or learning just the right place to land a stroke to have the perfect symmetry in shaping metal or stonework.

I suppose I just see long lived cultures integrating life long studies into things that shorter lived races wouldn't have the perspective to care about, or the lifespans to dedicate to such "nonsense". Just more thorough and detail oriented upbringing tempered by patience and an altered sense of time. I expect that to a longer lived race, a few years is an acceptable delay, where a shorter lived race would get impatient and frustrated.

I don't see any need to alter a mechanic that's largely of no actual mechanical value and lies utterly in the lands of role play flavor. And spending twenty years on the question of "why blue?" doesn't advocate one race as any more suited to governing than another, nor more capable in any particular avenue (unless of course, you're running a campaign around the color blue, which while interesting, might be a bit difficult to pull off).


Bats should technically be moving at half speed in caves because they have blindsense, not blind sight , and thus can't move at full speed because of unobstructed vision.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
blue_the_wolf wrote:
I feel as if elves ALWAYS have to be houseruled to explain why they dont rule the world. Its simply makes no sense that creatures that are naturally more intelligent, longer lived and basically better in almost every way would not figure out how to control the other shorter lived races.

I've always imagined it as being because elves don't breed as constantly as the shorter-lived races. For every elf there are a thousand humans and a million goblins.

Hard to take anything over when you are such a small faction.


I love the elf hate.
First, all the other core races have this problems except half-orcs. Elves are the longest, but gnomes are close. They reach adult hood sooner, but still take 4.5x as long as humans to learn to be a wizard. Even halflings take twice as long.

When I feel the need to justify elves, I draw on the lore, from True Thomas to Tolkien that says that time seems to (or does) pass differently in the elven lands. Months pass with little notice. They live slower and with less change than the rest of the world. Time passes them by. When they leave home and go out in the rest of the world, they have to keep up. Most of them can't do it for long, a few decades at most.
That, and more importantly the slow breeding rate, keeps them from ruling the world.

As for "it takes a pre-game elf wizard much longer (like 18x longer) to achieve Wiz1 as it does the pre-game human. Then after that, they learn at the same rate", it doesn't really make sense that it takes a human from 2-12 years to achieve Wiz1 then he can learn the next 10 levels in a few weeks or months of game time.

And the elf isn't really 18x, starting from adulthood, it's 5x. 10d6 vs 2d6.

Dark Archive

I have far too many to list them all, but here's some:

HP is supposed to be abstract, but then designed still insist using spells called Cure X Wounds, instead of other names to simulate the near misses. And of course, HP manages to trend into AC territory, since it's supposed to have near misses. But doesn't near misses fall into AC category?

Spell physics when an effect happens and needs to occupy the same area or go around something. Explanations for burst, spread, and emanations. And then have cone, cylinder, and other area of effects in a different field for spell details.

Attack of opportunities for moving out of a threatened square. Highly trained people in melee combat are skilled enough to move into a threatened square and not provoke, but not enough to move out except using a 5-foot step. For a system that has no facing, moving out of combat has "facing", since turning and running provokes. What about tactically moving out of the area? I can do that, but only in 5-foot squares or else I'm leaving myself open to attack.


Chronicles not the best example 2 out of 3 handled it well.

As for the elves I extend their lifespans.

Pre game training is represented by racial attitudes unless otherwise specified. So a human mage would be taught do this and you get a magic middle, can you do it consistently, no? Stop holding the class up and get out. Yes? Good now here's how we cast light,l. During which time they might get a few days off if a relative died. Now for an elf first off they don't just learn how to cast magic missle, they learn situations where its useful, situations where it isn't, how it might react with other spells. If they learn slower than the rest of the class that's fine you just learn with a different group. If they want a month or two off studying sure no problem see you in the spring.

Once you start adventuring however your in the fires of constant life or death situations. No matter what race you are pushed to your limits, learn fast or die young.

If you expect to live 80 to 120 years you'll probably only master a trade or two and not be able to take enough time for other things you expectt o live a millenia you'll master multiple trades, at a slower rate and have plenty of time to do things just because they're fun. Not to mention a different view of acceptable. 5 years to do a job? That seems awful fast are you sure your doing it right? Sure you can use that type of industry but we tried it a millenia back it'll make a mess of the land in just a few decades and take centuries to clear up.

The reasons elves don't rule my worlds are lower birth rates, a racial lack of interest in that type of power and the fact its hard to rule an empire when every time you remember to check on it the subjects you dealt with last time are dead of old age. The reason elves haven't been wiped out us the death of any one of them is a major event as there's so few to start with and if they do go to war instead of armies consisting of fractional cr beings they consist of fighter/mage/thieves with 12+ levels in each class.


all of these explanations about elves learning slower because they are not as focused due to their long lives seems to lack logic to me. But if it works for your world go for it.

as for me... it just doesnt make sense that a more intelligent extremely long lived race some how never bothers to learn, organize, or develope to any greater degree than the shorter lived less intelligent races they live around. but that's just me.

although if they are that flighty and lacking focus you would think that that would reflect in their day to day lives. they would not care about completing some adventure in any particular time frame... hell they should be FORCED to multiclass because an elf would not be able to concentrate on one school of study too long. And if he did adventure and became some high level master of a craft why would he basically forget all of that and wander back into the forest after the adventure is over.

If I have a 400 year old elf in my group could it be that 100 years ago he was a level 12 cleric but kind of forgot about all that and is starting over as a level 2 theif? what of evil elves that are possibly crazy by elf standards and seek power and control... with 500 years to prepare dont you think they would do SOMETHING with that time?


blue_the_wolf wrote:

all of these explanations about elves learning slower because they are not as focused due to their long lives seems to lack logic to me. But if it works for your world go for it.

as for me... it just doesnt make sense that a more intelligent extremely long lived race some how never bothers to learn, organize, or develope to any greater degree than the shorter lived less intelligent races they live around. but that's just me.

although if they are that flighty and lacking focus you would think that that would reflect in their day to day lives. they would not care about completing some adventure in any particular time frame... hell they should be FORCED to multiclass because an elf would not be able to concentrate on one school of study too long. And if he did adventure and became some high level mastuer of a craft why would he basically forget all of that and wander back into the forest after the adventure is over.

If I have a 400 year old elf in my group could it be that 100 years ago he was a level 12 cleric but kind of forgot about all that and is starting over as a level 2 theif? what of evil elves that are possibly crazy by elf standards and seek power and control... with 500 years to prepare dont you think they would do SOMETHING with that time?

Sorry I wasn't clear the elves in my game don't lack focus, what they have is time. Take a snapshot of a human and an elf in class and they're learning style will be the same. Where they differ is beacause an elf has decades to teach their kids you don't wind up with a situation where content is cut due to time constraints (currently happening to me in TAFE) or where a kid with difficulty learning is stuck in the same class as someone who grasps it easily. A society where spending a century observing an oak glade is a perfectly acceptable way to observe their growth.

Take a mature human and an elf and they'll both be capable of learning from the same mage but where the human may want to get to adventuring right away the elf feels rushed. Yet both graduate at the same time with a comparable level of skill. Where a human might be expected to take regular short holidays every year an elf might work for a decade or two and then take half a year off to do their holiday properly. The elven kingdoms are organized and advanced but they aren't large and have limited, structured contact with the shorter lived races. About the only area where's they a noticeable disparity is during the growth phase. A human will mature to adulthood in 20 years but an elf of 20 years will still be a toddler of 2 to 3 years physically, emotionally and mentally.

As for hp I'm currently reading dhampir by barb and JC hendee and there's a scene where one of the characters is really disturbed by the way a vampire (he doeant realize that's what it is) AMD the female lead are just shrugging off blows he knows should have put them down if not killed them outright so u. some settings maybe high level characters really are able to ignore what should be mortal wounds like the black knight in Monty Pythons quest for the holy grail.


They're not necessarily flighty. They just don't think of time like humans do.

He wouldn't need to go back to the forest and forget everything he learned, but he might go back to the forest, visit his family and friends, hang out, do whatever it is elves do (farm, hunt, write poetry, whatever) then eventually decide he should go visit his human friends again and only then realize it's 50 years later.

Besides, who needs 500 years? You can reach 15th level in less than a year in the course of most APs. That breaks my sense of disbelief much more than elves do. At least if that's common for adventurers. My hedge against that, is that adventurers are rare, successful ones more so and we're focusing on the PCs because they're the ones with the talent to grow that fast.


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.

Also I always tought that it was double armor check penalty on swim, but couldn't find it, was that 3.5 only?

hit points represent toughness and your ability to roll with the punches. So 30 damage to a tenth level fighter means he moved at just the right time to take a nasty gash on his shoulder where it would have spilled the level two fighter's guts on the floor.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

How do you describe a naked fighter being fully submerged in acid and surviving with no degradation of abilities?


Full body calluses from a lifetime of wearing armor?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

On his eyes and ears too?


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I thought poking recruits in the eyes and eardrums with a pointed stick until they callused up was how the really experienced fighters separated the wheat from the chaff, but YMMV.


TriOmegaZero wrote:
How do you describe a naked fighter being fully submerged in acid and surviving with no degradation of abilities?

strong of heart and bold of spirit.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

So, superhuman?

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