Changing all SU to SP unbalancing?


Homebrew and House Rules


In the game I was just in (I am no longer with that group) the GM decided to change all PC powers that were SU to SP because he felt SU was overpowered for PC's. I think that creates alot of unbalance issues. Anyone agree with that, and why?


I don't know how unbalancing that would be, but it certainly doesn't make any sense. Many supernatural abilities don't have spell-like behavior.

The Monk's diamond body ability, for instance, or the Paladin's divine grace. How would those work as spell-like abilities?

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Does the DM's change mean abilities like those need to be activated somehow, can be dispelled, and cause AoOs?

Lantern Lodge

Two questions, has ANY PLAYER in your ex-game, been abusing any SU ability?
Is there a reason for you ex-DM to make such a rule?


It certainly hoses the witch more, and in general isn't necessary.

Liberty's Edge

Secane wrote:

Two questions, has ANY PLAYER in your ex-game, been abusing any SU ability?

Is there a reason for you ex-DM to make such a rule?

I would suspect that this is a follow-up to the thread where someone was looking to see if he needed to find a new group, and it was mentioned that the GM did this in that group because he (the GM) felt that the Alchemist's bombs were overpowered, anmd then extended it to ALL SU.


To be honest I can kinda see bombs as a spell like ability but that is neither here nor there. How does it turning into a SP actually hurt most of the characters? I probably would never make this change but for the most part this wouldn't effect you at all.

@are I would say that Divine grace is similar to resistance and for diamond body perma nuetralize poison. Yes I am stretching.

As for Secanes remarks I wouldn't leave the group and see how this changes things. Maybe after a session the GM will realize he doesn't like the change. If I make a mistake on a house rule, I may reverse it after a session or 2.


Well changing it to SP instead of SU means that it provokes each and every time you use them (and using range attacks provokes anyways) and that they can be disrupted, and that spell resistance applies (which means bombs would become useless against golems).

Personally as much as bombs suck I don't see this as needed (realizing that I mean suck in a generalized sense not a 'this is a horrible option no one should use' sense).


@Abraham True it may make some stuff worse but If I did this in my group it would have no effect. I said I could see the argument for spell like ability not that I feel they need a nerf.

@OP what supernatural abilities were being used in your former group? why was this change implemented.


The bbeg we were up against had SR and a weakness to fire... alchemist putty..lol...previously witch with sleep hex.
well here is a group of caveats i could think of:
#1 Bombs could no longer be used while silenced. SP has a VSM component
#2 Mutagen could be dispelled just like any other buff
#3 a deafend alchemist would have 50% chance of failure to make a bomb,SP has a VSM component
#4 All of the discoveries like a familiar or extra limbs could be dispelled
#5 An action could be readied against an alchemist and dispel cast upon them making them fail at making the bombs on their turn
#6 witch hexes can only get 1 shot on a guy per day (normally) and if they have to roll for SR then a will save (most BBEG's with SR have formiddable will saves) it is almost guaranteed a flop.


@Are Abilities you mentioned could be dispelled for a period of time.


Zakur Opzan wrote:

The bbeg we were up against had SR and a weakness to fire... alchemist putty..lol...previously witch with sleep hex.

well here is a group of caveats i could think of:
#1 Bombs could no longer be used while silenced. SP has a VSM component
#2 Mutagen could be dispelled just like any other buff
#3 a deafend alchemist would have 50% chance of failure to make a bomb,SP has a VSM component
#4 All of the discoveries like a familiar or extra limbs could be dispelled
#5 An action could be readied against an alchemist and dispel cast upon them making them fail at making the bombs on their turn
#6 witch hexes can only get 1 shot on a guy per day (normally) and if they have to roll for SR then a will save (most BBEG's with SR have formiddable will saves) it is almost guaranteed a flop.

#1 is wrong.

#2 is faulty.
#3 is also wrong (same as #1)
#4 isn't correct either -- most of those are extra-ordinary as such wouldn't convert.
#5 Controversial at the minimum, conflicting rules in different areas.
#6 meh, but kind of.


It sounds like the dm just doenst like it when his precious monsters are hurt. Good that it was an EX game.

As Abraham mentioned there are ALL sorts of problems with making all SU abilities SP, not the least of which it negates the rational meaning of spell like abilities (abilities that replicate spells).

It actually makes the rules not work. All current Spell like abilities are some kind of action. You are enacting something that is like a spell.

A paladins divine grace is a Supernatural Ability. So when the paladin makes a save it provokes an attack of oportunity? It just doenst make sense. Or a bards song? Does a singing bard provoke attacks of opportunity every round they sing? The change is literal nonsense and just scrambles the rules because the dm is petty. You are better off without them.


Yeah, that level 20 monk? Disspel that diamond body. "Teehee, oops"

That alchemist? Disspell, Mass. "Teehee, oops"

Also, I don't really see how you can "abuse" a supernatural ability. Can a fighter "abuse" swinging his sword? Can a caster "abuse" casting a spell? The perfectly honest answer to this is no, SO LONG as the rules are properly followed. If a rule isn't being followed then that's when I've seen things become unbalanced.

Sounds like a GM who doesn't understand the PF universe.


Abraham spalding wrote:
Zakur Opzan wrote:

The bbeg we were up against had SR and a weakness to fire... alchemist putty..lol...previously witch with sleep hex.

well here is a group of caveats i could think of:
#1 Bombs could no longer be used while silenced. SP has a VSM component
#2 Mutagen could be dispelled just like any other buff
#3 a deafend alchemist would have 50% chance of failure to make a bomb,SP has a VSM component
#4 All of the discoveries like a familiar or extra limbs could be dispelled
#5 An action could be readied against an alchemist and dispel cast upon them making them fail at making the bombs on their turn
#6 witch hexes can only get 1 shot on a guy per day (normally) and if they have to roll for SR then a will save (most BBEG's with SR have formiddable will saves) it is almost guaranteed a flop.

#1 is wrong.

#2 is faulty.
#3 is also wrong (same as #1)
#4 isn't correct either -- most of those are extra-ordinary as such wouldn't convert.
#5 Controversial at the minimum, conflicting rules in different areas.
#6 meh, but kind of.

According to the book

#1 spell like abilities have to be cast.
#2 spell like abilities can be dispelled, just like a spell
#3 same as #1
#4 All discoveries have SU at the beginning
#5 Spell like abilities act as spells and as such can be countered

EDIT A druids wild shape can also be dispelled.


Buri wrote:

Yeah, that level 20 monk? Disspel that diamond body. "Teehee, oops"

That alchemist? Disspell, Mass. "Teehee, oops"

Also, I don't really see how you can "abuse" a supernatural ability. Can a fighter "abuse" swinging his sword? Can a caster "abuse" casting a spell? The perfectly honest answer to this is no, SO LONG as the rules are properly followed. If a rule isn't being followed then that's when I've seen things become unbalanced.

Sounds like a GM who doesn't understand the PF universe.

Thats where it started. switched to PF mid campaign when i cam in, because he wanted to get PF running. Didn't update all the other characters or the adventure rules for PF though.

I reminded him that without SU the characters are back in 3.5.


All spell like abilities have to be activated.

Spell like Ability wrote:

Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

If a character class grants a spell-like ability that is not based on an actual spell, the ability’s effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained.

As you can see you are plainly wrong on number 1 and 3.

Number 4:
Mummification, Healing Touch, Wings, Lingering Spirit, Parasitic Twin, preserve organs, spontaneous healing, tentacle, and tumor familiar are all listed explicitedly as extra ordinary abilities. As such they are not supernatural. Specific over general.

Number 5: Again controversial look at the above rule text -- this runs counter to what is printed elsewhere in the CRB. There has been no Errata published on this yet.

Dispelling is not the same as counterspelling.


Yeah he's probably just scared. He doesn't understand how everything works together. He needs to understand this isn't D&D. This isn't 3.5. This is Pathfinder. Even though it's underpinnings are largely garnered from Dungeons and Dragons, there are enough changes so that it is entirely it's own beast. There are conversion materials out there but I'd almost say ditch your old character, create the same level and "similar as possible" class using only Pathfinder materials. He should do the same with the monsters and reading the rules to ensure that nothing needs removed or changed. Most of the clash I've seen here and elsewhere is from people who are used to D&D but are trying to do the same stuff with Pathfinder. They want to rely on their D&D knowledge but they really shouldn't because of the vast number of changes. It's not even that there's HUGE changes. Most of them are subtle tweaks, except where obviously otherwise, but when you have someone fresh come in to play Pathfinder they get a bunch of roadblocks by GMs who haven't changed their mindset over. They really do need to forget what they did before and do "just Pathfinder" otherwise things just feel off. Pathfinder isn't in Beta anymore. It's a big boy now.


Abraham spalding wrote:

All spell like abilities have to be activated.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

Thanks for some of those ( i was looking at the APG when i typed it), however if they are sp they are still able to be dispelled. and there is a discrepency in the book, because on page221 it says they are not counterspellable, where on page 554 it says they can be counterspelled.

under the description of su abilities on pg 221, it says they are not disruptable, which means that a SP ability is.


Zakur Opzan wrote:
In the game I was just in (I am no longer with that group) the GM decided to change all PC powers that were SU to SP because he felt SU was overpowered for PC's. I think that creates alot of unbalance issues. Anyone agree with that, and why?

I don't anything was wrong with the SU's. Each power should be looked at individually. I hardly ever ban anything myself.

He now has to come up with spell levels for all these abilities now also.

I think it sucks though. Having to pull a concentration check to use a ki point or smite someone would not be good as an example.


Glossary wrote:

Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field). Spell-like abilities can be dispelled but the cannot be counterspelled or used to counterspell.

Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.


Like I said controversial on the counter spelling -- it's not been cleared up yet.

However again I point out that being able to disrupt a spell like ability isn't the same as countering it, and dispelling a spell like ability isn't counterspelling it either: A counter spell is a very specific maneuver that prevents the effect from happening through cancellation with spell energy from another person.

Disrupting a spell means making the spell caster (or spell like ability user) screw up what they are doing. Dispelling is getting rid of the effect after it has come into existence.

examples:

1. I cast haste and you with a readied action use haste to counter my spell. End result we both lose a spell and mine never goes off.

2. I cast haste and you with a readied action use slow to counter my spell. Normally you can't use a different spell to counter a spell but slow specifically states you can use it to counter haste. End result we both lose a spell and mine never goes off.

3. I cast haste -- next round you cast slow on the same group of people. Either one of two things happen: Those people still get all the effects of haste (faster movement, bonuses and an extra attack on a full attack) but can't take a full attack due to the slow spell (which leaves them staggered) or you dispel the haste effect. Interestingly enough there are no rules currently printing for how this works! The closest we get to the meaning of this is from the magic section:

Quote:

Spells with Opposite Effects

Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell's description.

Even that doesn't really spell out what they mean by 'dispel' in the haste and slow spell lines.

fortunately we have a slightly clearer example with the light and darkness spells.

You can:
1. Counter each with the other.
2. Bring a spell of one type into the other to negate both (with daylight) or:
3. Cast daylight to dispel darkness or similar spell.

Even here you should check each spell in the effect stack specifically because some of them interact slightly differently with each other.


@BUri. thanks for that. in the print version there is a difference.

Yeah it's touchy but still unbalancing. At lower levels it doesn't upset much balance wise, not every enemy party uses dispel magic as a first offensive tactic, or have SR. at upper levels the unbalance becomes greater.

As Wraith had said, now every SP ability will first get an AoO in melee, and have to do a concentration check.

As for the alchemist, depending on what spells are allowed, a wizard, sorcerer or cleric can use magic to lower spell resistance, that ability is not on the alchemist spell list. And the mutagen being dispelled is akin to the druid wild shape being dispelled


Your forgetting the things that help compensate for the use of SU abilities though.

Witches have a very narrow spell list and fewer spells per day than any other full caster plus the huge weakness of a living spell book.

Alchemist have medium BAB like the druid, but they don't have the companion and have fewer abilities per day, the mutagen doesn't last as long and gives penalties too, in addition to a lower level spell list and less powerful spell list.


Abraham spalding wrote:
Witches have a very narrow spell list and fewer spells per day than any other full caster plus the huge weakness of a living spell book.

Wrong. The Witch and Wizard spells-per-day progression from level to level are the exact same.


Buri wrote:
Abraham spalding wrote:
Witches have a very narrow spell list and fewer spells per day than any other full caster plus the huge weakness of a living spell book.
Wrong. The Witch and Wizard spells-per-day progression from level to level are the exact same.

Specialization, doubly so for an archetype in inner sea magic. Clerics have domain slots (which druids can have too), this leaves only sorcerers who at even levels have more slots than the wizard.


Abraham spalding wrote:

Your forgetting the things that help compensate for the use of SU abilities though.

Witches have a very narrow spell list and fewer spells per day than any other full caster plus the huge weakness of a living spell book.

Alchemist have medium BAB like the druid, but they don't have the companion and have fewer abilities per day, the mutagen doesn't last as long and gives penalties too, in addition to a lower level spell list and less powerful spell list.

Lol im not forgetting, the GM was. When in 1 third level game, my party got ambushed and the ambushers went for my witch's familiar ignoring all other targets. First of all who goes in to rob a bank and shoots the seeing eye dog when there are armed cops 15 feet away? (it was a random ambush, no returning villian for whom that would have been a normal tactic.)

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