Why I do not like that smite evil bypasses every DR


Pathfinder First Edition General Discussion

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Hyla wrote:

I never bother with CR = APL encounters any more, because they are just wipeout withouts any effort whatsoever by the group...

(Note that we have a five player group, but still. I simply cannot imagine that there is any setup of foes with CR = APL that qualify for a "tough encounter" - at least if the environment does not hugely favour the monsters (but that should increase the CR anyway).

That's very context-dependent, especially at higher levels. The biggest variable is whether the party is tapped out or not. A party that has used its smites, alchemist bombs, rages, channel-energies, and high level spells is a party that is potentially vulnerable to a lower CR opponent.

I've killed party members with CR=APL opponents. It's not even that hard if you're pushing the envelope of what the monster can do -- i.e., playing clever ones cleverly.

Doug M.


Diego Rossi wrote:


You get 35+ hit point of extra damage per attack against a guy that hasn't the right (epic, vorpal and so on).
Then you get double damage on dragons and evil outsiders, so 55+ extra damage on the first hit.

Dude, that's at 20th level. How is this any more hair-raising than AM BARBARIAN? Or than a 20th level Diviner with "Can't be surprised, always go first, Time Stop!"?

Doug M.


Blue Star wrote:
Hyla wrote:
Blue Star wrote:


Also, it's at most 20 additional points of damage a turn, cry me a river.

What? You surely mean per attack, and even then its 40 (at lvl 20).

And by "certain situations" you surely mean "almost every combat", right?

Sorry, I was tired when I wrote that. Umm... no, it wouldn't be 40 every attack, it's 40 for one attack, and 20 for the rest. Keep in mind the only thing that the 40 points triggers on is Evil Dragons, Evil Outsiders and undead. Have you not read the FAQ on this?

Again, cry me a river.

Of course I have. And that would be errata, not the FAQ.

Still, you wrote nonsense, not me (note that I especially not wrote "every attack", but "(at most) 40 per attack", which is completely correct). No reason to be impolite.


Douglas Muir 406 wrote:


Dude, that's at 20th level. How is this any more hair-raising than AM BARBARIAN?

No one said that. The point is that smite (and aura of justice) are base class abilities that normal players get to use. AM BARBARIAN is munchkin-silliness that will not see the light of day in 99%+ of groups.


Douglas Muir 406 wrote:


That's very context-dependent, especially at higher levels. The biggest variable is whether the party is tapped out or not. A party that has used its smites, alchemist bombs, rages, channel-energies, and high level spells is a party that is potentially vulnerable to a lower CR opponent.

Maybe. But my group just doesn't like the grind that leads to such a "tapped out" state, and I am sure we are not alone in that.

Also:
Note that you have to hit a party with CR > APL fights to even get them to use a significant portion of their resources.

Frog God Games

At 20th level, characters should be fighting demon lords or the equivalent on their home planes.

With all of the minions at their beck and call a paladin would wind up using all of those smites fighting the higher-level chaff.

If your players don't care for fighting summonable minions then you aren't using the big-bad's correctly and your problem is caving to the players' desires, not the paladin's smite evil ability.

Just as an example, Maphistal, a CR 21 Demon Lord from Tome of Horrors Complete can summon 4d10 dretches, 1d4 hezrous, 1 nalfeshnee, 1 glabrezu, 1 marilith, OR 1 balor 1/day. This is without taking into consideration his at-will abilities for undead or his ability to create greater undead 3 times per day.

A 20th-level paladin could, at most, put a hurting on Maphistal's back-up, and deservedly so... THEY'RE A FRAKKIN' PALADIN!

Don't nerf the paladin. Beef up your tactics!

Frog God Games

Hyla wrote:
Douglas Muir 406 wrote:


That's very context-dependent, especially at higher levels. The biggest variable is whether the party is tapped out or not. A party that has used its smites, alchemist bombs, rages, channel-energies, and high level spells is a party that is potentially vulnerable to a lower CR opponent.

Maybe. But my group just doesn't like the grind that leads to such a "tapped out" state, and I am sure we are not alone in that.

Also:
Note that you have to hit a party with CR > APL fights to even get them to use a significant portion of their resources.

Again, your problem is an artifact of play style, not class abilities.

The paladin's Smite Evil ability is only overpowered in your games because you allow it to be. So yeah, for YOUR games remove the ability to ignore DR. But realize that it's not a fundamental problem with the game as it's intended to be played.


I am not talking about a problem at lvl 20 (I don`t especially care for high level play), but sth. that is problematic from the mid-level range on.

Regardless, whats your argument? A paladin should not be able to use his smite vs. the big bads? He should have used it up on their minions, so that in the big climatic endfight he cannot use his iconic ability, because it would ruin the fun of this encounter? And grinding all the smites out of him is "good ("beefed up") DM tactics"?

Is that really what you are saying?


Chuck Wright wrote:


Again, your problem is an artifact of play style, not class abilities.

The paladin's Smite Evil ability is only overpowered in your games because you allow it to be. So yeah, for YOUR games remove the ability to ignore DR. But realize that it's not a fundamental problem with the game as it's intended to be played.

I refuse to accept that grind is "the game as its intended to be played".


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15 min work days can't be helping your problem. If the paladin isn't running out of smites I can only imagine what the casters are doing to make you want to pull out your hair.

Lantern Lodge

Carl Cascone wrote:
NeverNever wrote:
Gotta admit, it may be my over-bearing amount of free time, my long history with RPGs in every form, or just the sheer amount of books I've read, but I almost never encounter anything that I don't have a prepared weapon for. Hell I had a barbarian once who had a adamantine +1 furious holy weapon that allowed me to bypass pretty much everythings DR. (+3 enhancement when raging so counts as cold iron, silver, adamantine, magic and good aligned for the purposes of bypassing dr) and that's only a total +4 weapon.

Fair enough, but this is why I like encumberance rules. It helps curtail that. I like keeping track of mundane resources so they need to have camping gear as well. Basically I leave it at the party making sure they have enough rations for the trip, I don't dwell on it. By using the equiptment rules you can get around melee weapon swiss army knives.

it is wise to carry more than one weapon, but without encumberance rules it can get a little crazy.

Actually, if a character is investing resources on alternative weapons, that means thier main weapon isn't as strong as it could have been. making theoretical DPR a lot less important. don't penalize a PC for planning such contingencies, encourage it.

i beleive that every martial of 7th level or higher should have, in addition to thier main melee weapon, 3 magical backup weapons of 3 different types, and a magic ranged weapon. spiked gauntlets do not count towards this.


I still don't see why it's so bad to let a player shine when they are supposed to shine. I also don't see why, if this is such a MAJOR problem, that you can't just adjust the alignment of your bad guys. Make them not evil and Smite Evil falls right off them.

Congratulations, you've made the game harder, just because you don't like one ability, what's next, are you going to give everything spell resistance or spell immunity? Just because spells are powerful?

Keep in mind that all the nasty things the Paladin specialize in killing, are also the toughest and meanest creatures in the game.

If you have such a brobdingnagian problem with Smite Evil, then why not just take it out of the game? I'm sure people will still play paladins in your game after you do that.

Spoiler:
I have a serious issue with people who will cripple a class, just because they don't like one aspect of it. There are parts of the game I don't like, yet I don't screw people over by "fixing" those parts. I provide my suggestions, what I would like to do, and what I want to do, but I never break the rules unless everyone else in my group thinks it's a good idea.

Then I see people online saying "I hate this, so I'm nerfing it." without taking into consideration what that will do to the game, and that is one of my pet peeves. To make things worse, the people who make these decisions also tend to not listen to reason, and that drives me nuts, because it is my single biggest pet peeve.

Silver Crusade

Hyla wrote:
I refuse to accept that grind is "the game as its intended to be played".

We are arguing that RAW and the game as played do not require the paladin smite ability to be nerfed to make games challenging for players and paladin characters.

It does not need to be grind. That is one option. Back when I had the time to play 8-10 hours on a Saturday that was a valid option. Now...not so much. I have to play 4 hours on a weekday night. The game changes with the group's needs.

If your group's style does not let smite work then house rule it for your next campaign and see how that works for you. If it works, then great for you guys because you added to everyone's fun. RAW does not work for lots of people. Even now I am trying to house rule the rogue into relevance...I don't quite have it but I will get there (see my thread in homebrew to critique). My house rules are two pages consisting mostly of campaign traits, character creation rules, and a couple class, feat and skill tweaks. None of that is necessary to run a PF game but it is necessary to run the campaign as I envision it.

Frog God Games

Hyla wrote:
Chuck Wright wrote:


Again, your problem is an artifact of play style, not class abilities.

The paladin's Smite Evil ability is only overpowered in your games because you allow it to be. So yeah, for YOUR games remove the ability to ignore DR. But realize that it's not a fundamental problem with the game as it's intended to be played.

I refuse to accept that grind is "the game as its intended to be played".

I didn't realize that 5 opponents in one combat was a "grind".

Frog God Games

Hyla wrote:

I am not talking about a problem at lvl 20 (I don`t especially care for high level play), but sth. that is problematic from the mid-level range on.

Regardless, whats your argument? A paladin should not be able to use his smite vs. the big bads? He should have used it up on their minions, so that in the big climatic endfight he cannot use his iconic ability, because it would ruin the fun of this encounter? And grinding all the smites out of him is "good ("beefed up") DM tactics"?

Is that really what you are saying?

*sigh*

No. My argument is to actually use everything an opponent has available to them (and that the CR is based off of). The other thing I mentioned was that if you refuse to play the game as it's balanced then houserule it. The game as published does not need to be balanced for your playstyle. Just your home-game does.

In any case, you're currently arguing your position so you're "right" rather than accepting constructive criticism, so I'll bow out of this thread.


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I think we need some math to settle this.

Compare the paladin to other non-blasty classes vs non-evil and vs evil targets.

If Smite Evil is overpowered, then the paladin should be on par with the other classes or close enough that his boost against evil targets puts him well ahead of the pack.

Smite Evil would of course be a balanced class feature if the paladin is below par against non-evil targets and on par or slightly ahead of other classes against evil targets.

Any takers?


Karkon, to answer your statement- If all four players decide they want to play plate armored fighters, that's their decision not mine. I'll decide there is a chasm to cross, and then 20 goblins, and then an undead encounter, then a social encounter, and then a boss encounter. I expect them to develop a reasonable array of skill sets to counter the encounters they traditionally will meet while playing a game.

If they don't have a way across the chasm- they go back to town and hire a way, or they get creative. I'm not going to poof in a bridge just because they all decided to optimize for damage. If they DO have a way to one hit-kill the final boss, I'm not going to add a second final boss. I make adjustments all of the time to encounters as well- but it's based on overall party power, not specifications.

Now I do modify based on throwing in grossly underused abilities. Like if someone in my world plays a gnome, and it happens to be 3.5, chances are I'll throw in a burrowing animal once a campaign just for giggles.

But modifying each encounter based on class specifications could get frustrating really quick-"I'm sorry druids and rangers, but these are ALL special animals that can't be calmed. Ditto on the undead, Miss cleric." Wouldn't that sort of water down the class differences?

I dislike the "pin the blame on the OP" nature of any overpowered underpowered discussions. "That's YOUR job to adjust" just isn't a valid argument, in my opinion. Sure, I can give everyone anti smite boots, or anti wish spell hats, but that's compensating not balancing. That I have the ability to adjust in game to something doesn't really counter any such discussion.

From my own experience, the lack of a range limit to smite is the dealbreaker- at least in outdoor campaigns. The stupid 20 foot tall gorilla demon thing in Serpent's Skull took 100 damage before he even got within blasphemy range- from a non archery specced paladin (who was outdamaging the ranger 3 to 1).

Most days of adventuring, at least before level 12 or so, really don't have more than 3 smiteworthy opponents in them. Kill mooks, smite the sub-boss, kill more mooks, smite the second sub-boss, smite the boss boss.

And I do have smart evil bosses run like hell from smiters,hence my opinion that range is the bigger problem than DR.

How about smite stays as is with DR but goes back to being within 30 feet? You can spend a feat to bump it up to 90.


Hyla wrote:
. The point is that smite (and aura of justice) are base class abilities that normal players get to use. AM BARBARIAN is munchkin-silliness that will not see the light of day in 99%+ of groups.

The Diviner's always-ready power is a base class ability, and it's far more powerful than any smite. Do you really think the paladin's capstone power is better than getting DR 10/adamantine? Or being able to add any metamagic feat to your spells without increasing their casting time? Or being able to wild shape into any animal, plant or elemental, tiny to huge, at will?

A 20th level paladin is awesome. But he's not obviously and hugely more powerful than any other 20th level character.

Doug M.


Hyla wrote:

A paladin should not be able to use his smite vs. the big bads? He should have used it up on their minions, so that in the big climatic endfight he cannot use his iconic ability, because it would ruin the fun of this encounter? And grinding all the smites out of him is "good ("beefed up") DM tactics"?

No. Good DM tactics is throwing problems at the PCs that encourage them to make choices with consequences.

"Use this resource now, or save it for later?" is a deep, basic choice that has been hardwired into the game ever since Gygax decided to go with the Vancian magic system. And PF has embraced this concept with both arms. Spells, smites, bombs, rage rounds, domain and school powers... the game is full to bursting with things that run out. They are supposed to run out sometimes. That's part of the game.

Doug M.


Having said all this, I have to agree that I don't love ranged smite with no range limit. I don't think it's gamebreaking, but it can have some weird outcomes (like the gorilla demon mentioned above).

But it's marginal. I don't see a lot of people building ranged paladins -- yes, yes, I'm sure there's one in /your/ campaign -- and then at the end of the day a ranged paladin suffers from the same issues as the paladin generally, except more so: he's going to be great when smiting, and kinda sucky otherwise. By the higher levels, a ranged fighter, fighter, or ZA monk is going to do so much more damage that the paladin will be close to useless *except* when smiting.

Shrug. People play all sorts of things.

Doug M.


Sloanzilla wrote:


I dislike the "pin the blame on the OP" nature of any overpowered underpowered discussions.

I agree that this is often a problem -- I've been on the receiving end of it a couple of times -- but I'm not sure it's the problem in this particular case.

Sloanzilla wrote:
Most days of adventuring, at least before level 12 or so, really don't have more than 3 smiteworthy opponents in them. Kill mooks, smite the sub-boss, kill more mooks, smite the second sub-boss, smite the boss boss.

I would sharply disagree with this. If you look at the APs, most of them have dungeons or other "you probably don't get to rest" encounter clusters that have far more smitable opponents than the paladin can possibly hit.

Take... oh, the hospice in Seven Days to the Grave. You have Doctor Davaulus upstairs; Rolth downstairs; the nosferatu (and if you're going to fight him, you better be packing smite); the weakened daemon (ibid.); and Lady A. That's five serious threats crying out "smite me!" to a 6th or 7th level paladin who's going to have two smites.

Similarly, the haunted house in Skinsaw Murders has the sub-boss ghoul, the revenant, the ghoul bat, and finally the boss. And that's assuming nobody overreacts to the carrionstorms or tries to smite a haunt.

I note in passing that IMCs, perfectly competent players regularly waste smites. Either they cry smite against opponents who are nonevil usually because they weren't willing to waste a round doing Detect Evil), or ones who were too weak to be worth smiting (usually because it's an unfamiliar creature and they're not taking chances).

As to higher level modules... crikey. You're telling me that your character can get through, say, a day's adventuring in Scarwall and not be running short on smites? Frickin' everything in that place is smitable, which is great except that it compels you to pick and choose.

Doug M.

Silver Crusade

Sloanzilla wrote:

Karkon, to answer your statement- If all four players decide they want to play plate armored fighters, that's their decision not mine. I'll decide there is a chasm to cross, and then 20 goblins, and then an undead encounter, then a social encounter, and then a boss encounter. I expect them to develop a reasonable array of skill sets to counter the encounters they traditionally will meet while playing a game.

If they don't have a way across the chasm- they go back to town and hire a way, or they get creative. I'm not going to poof in a bridge just because they all decided to optimize for damage. If they DO have a way to one hit-kill the final boss, I'm not going to add a second final boss. I make adjustments all of the time to encounters as well- but it's based on overall party power, not specifications.

But modifying each encounter based on class specifications could get frustrating really quick-"I'm sorry druids and rangers, but these are ALL special animals that can't be calmed. Ditto on the undead, Miss cleric." Wouldn't that sort of water down the class differences?

I dislike the "pin the blame on the OP" nature of any overpowered underpowered discussions. "That's YOUR job to adjust" just isn't a valid argument, in my opinion. Sure, I can give everyone anti smite boots, or anti wish spell hats, but that's compensating not balancing. That I have the ability to adjust in game to something doesn't really counter any such discussion.

From my own experience, the lack of a range limit to smite is the dealbreaker- at least in outdoor campaigns. The stupid 20 foot tall gorilla demon thing in Serpent's Skull took 100 damage before he even got within blasphemy range- from a non archery specced paladin (who was outdamaging the ranger 3 to 1).

The encounters you list could all be done by plate fighters. So those are really straw men. Adjusting based on party power is really the point though. If the paladin's smite makes the encounter too easy you are within your rights as a DM to adjust it somewhat. Poofing in a new boss is silly but lots of other options exist.

Let's take the animal scenario. Sometimes you gotta let classes like that feel like certain abilities are getting used (similar to your gnome example). If you want them uncalmable then you need to add in someone who is angering them up. Let the cleric be effective against the undead. If you want the fight to be tougher you can up the turn resistance on a few. But don't run to the board to claim OMG turning is OP against undead.

Who needs anti-smite boots? Tons of tactics exist many of which can be used without changing things much or at all.

Here is the thing though. Even if I do all that adjusting and fiddling sometimes fights just end fast because a player is clever or lucky or prepared. I had one fight where the party faced a demon and a dragon plus some drow. The demon was the real threat. The cleric had been preparing banishment for ages for just such a scenario. Still the demon would only be banished on a 1 or 2. I let the player roll it for the extra drama. Boom, it failed. Demon gets sucked back to the abyss. The rest of the fight was just a formality. It was awesome. They cheered and the cleric player was the hero of the day. That stuff is fun.


The math on this has already been done.

Click there for charts.


Douglas Muir 406 wrote:


A 20th level paladin is awesome. But he's not obviously and hugely more powerful than any other 20th level character.

Doug M.

As mentioned before I was not talking about 20th level characters. They do not matter to me at all.


Hyla wrote:
Douglas Muir 406 wrote:


A 20th level paladin is awesome. But he's not obviously and hugely more powerful than any other 20th level character.

Doug M.

As mentioned before I was not talking about 20th level characters. They do not matter to me at all.

Switch out 20th with any other level and his sentence remains true.


Blue Star wrote:
Hyla wrote:
Douglas Muir 406 wrote:


A 20th level paladin is awesome. But he's not obviously and hugely more powerful than any other 20th level character.

Doug M.

As mentioned before I was not talking about 20th level characters. They do not matter to me at all.
Switch out 20th with any other level and his sentence remains true.

Yes, thats probably not debatable. But this was not my claim. My claim was that smite evil in conjunction with "ignore any DR", "gives the DM a headache". I could expand with: "makes the game less fun", which is of course a subjective statement, but that makes it no less true.

If aura of justice comes into play it makes matters worse.


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Caster+SoS/SoD=GM headache
Rogue with High Init+Sapmaster feats=GM headache
Synthesist w/pounce=GM headache
Barbarian +beast totem= GM headache

See where I'm going there are inumerable combinations that people complain about on these boards and yet so far all that ever gets agreed on is that they are only a headache if you choose to let them be by not varying things up.

Ya know the defination of insanity has been said to mean trying the same thing over and over hoping for different results. If you BBEG arent changing it up then they are insane.


Talonhawke:

I have also not claimed that its the only problematic thing in the game*. Guys, read my OP. I have NEVER claimed that the paladin is hugely more powerful than all other classes, broken or the only thing in the game which can give the DM a hedache. Why are you all so defensive?

*The builds you listed are munchkin garbage though (although I am not sure what #1 is), and will not see the light of day in my game. So they are not problematic for me.

Liberty's Edge

Ruggs wrote:

The math on this has already been done.

Click there for charts.

Very interesting.

There is the small factor that the graph don't factor the deflection part of smite evil. It is more relevant at lower level, where he probably don't have a deflection ring, but it still mean the Paladin will get +1/+2 AC against his target, not bad against a boss monster.


First off #1 is Save or Suck/Save or Die spells.

Second i love how anything remotely effective is munchkin in fact I'm surprised that using a thw and PA isn't considered a munchkin tactic on some of these threads.


Talonhawke wrote:

First off #1 is Save or Suck/Save or Die spells.

I have had no problems with those so far.

Also calling aberrations like greater beast totem + lance charge "remotely effective" is just funny.


When did i say +lance charge???

I said Barbarian + beast totems thats it just a barbarian with natural attacks a good weapon and pounce.


Hyla wrote:
Blue Star wrote:
Hyla wrote:
Douglas Muir 406 wrote:


A 20th level paladin is awesome. But he's not obviously and hugely more powerful than any other 20th level character.

Doug M.

As mentioned before I was not talking about 20th level characters. They do not matter to me at all.
Switch out 20th with any other level and his sentence remains true.

Yes, thats probably not debatable. But this was not my claim. My claim was that smite evil in conjunction with "ignore any DR", "gives the DM a headache". I could expand with: "makes the game less fun", which is of course a subjective statement, but that makes it no less true.

If aura of justice comes into play it makes matters worse.

If "ending combat very quickly once in awhile" isn't fun, then obviously we have different definitions of fun. Also, it's a roleplaying game, not a rollplaying game, meaning that you don't have to have everything be combat. It's a headache for a GM who thinks their players will use it every chance they get, will rest between battles so they can use it again later, or that the game is only about combat, or blah blah blah, the GM who gets headaches from it is (for lack of nicer terms) narrow-minded.

If you can't think your way around a class ability, then you probably shouldn't be a GM, it's not a nice thing to say, but it's a simple, predictable, static, ability that you can easily account for in your encounter. The stubborn refusal to add that into the equation is a critical failing point as a GM. I also think you are taking it too seriously if you get a headache from it.

The GM has all the powers of god and if they can't use those powers to get over something as predictable as smite evil, then they probably need to do something else. Even within the rules.

I can't really think of a nicer way to say that. So I apologize for being rude and blunt. Use that stuff between your ears and you will go far, hypothetically speaking anyway.


Ruggs wrote:

The math on this has already been done.

Click there for charts.

Alright, so by my definition the paladin is balanced then.

Of course now we can begin the endless debate on what would classify it as balanced or OP.


Sloanzilla wrote:

[...]

From my own experience, the lack of a range limit to smite is the dealbreaker- at least in outdoor campaigns. The stupid 20 foot tall gorilla demon thing in Serpent's Skull took 100 damage before he even got within blasphemy range- from a non archery specced paladin (who was outdamaging the ranger 3 to 1).

Most days of adventuring, at least before...

That particular demon is also pretty intelligent and has a great speed (160 feet land based running, 240 feet flying - running, of course). He also happens to awaken in a city full of ruins able to provide nice cover.

If it could not employ effective tactics... well, this is not a Japanese cRPG, where villains get away with long speeches at the end of lengthy combat... and then run away.

On the other hand, if you really need the beast to be THAT strong, just up its hitpoints 10 times, or switch to 4E - 4E solo monsters are designed to have artificially lengthened combat lifespans (i.e. they are not playing the same game as the players, or at least not by the same rules).

Yesterday, a player of mine drove a villain to his knees. The paladin was 14th level, the villain was CR 17 (it was a team effort, but it was the paladin who made the final difference). And the villain yielded. And his somewhat noble countenance (and courtesy) made the players leave him alone.
The CR does not need to be just about combat prowess. Sometimes you can own a paladin with social graces, cavalier attitude and yielding.

Regards,
Ruemere


Talonhawke wrote:

When did i say +lance charge???

I said Barbarian + beast totems thats it just a barbarian with natural attacks a good weapon and pounce.

Well, I have no problems with that.


Blue Star wrote:

If "ending combat very quickly once in awhile" isn't fun, then obviously we have different definitions of fun. Also, it's a roleplaying game, not a rollplaying game, meaning that you don't have to have everything be combat. It's a headache for a GM who thinks their players will use it every chance they get, will rest between battles so they can use it again later, or that the game is only about combat, or blah blah blah, the GM who gets headaches from it is (for lack of nicer terms) narrow-minded.

If you can't think your way around a class ability, then you probably shouldn't be a GM, it's not a nice thing to say, but it's a simple, predictable, static, ability that you can easily account for in your encounter. The stubborn refusal to add that into the equation is a critical failing point as a GM. I also think you are taking it too seriously if you get a headache from it.

The GM has all the powers of god and if they can't use those powers to get over something as predictable as smite evil, then they probably need to do something else. Even within the rules.

I can't really think of a nicer way to say that. So I apologize for being rude and blunt. Use that stuff between your ears and you will go far, hypothetically speaking anyway.

Nice. All the standard accusations/insults ("roll"player, bad GM, stupid) one gets in these forums if one dares to criticize any aspect of the game all in one post.

Maybe the Paizo boards are not the place to go if one wants to discuss the game, since they are too fanboy-infested.

Silver Crusade

Or...you are resistant to the idea that you could improve your DMing?

You can go and house rule it if you want. No one can stop you, except your players.

It just happens that a lot of people disagree that it needs fixing.


Diego Rossi wrote:


Alienfreak wrote:


We aren't playing 3.5. Its not epic DR anymore but artifact DR. So I guess having your weapon temporarily have a +6 enhancement doesn't give it artifact status...
PRD wrote:


Tarrasque: DR/15/epic
Titan, Thanatotic: DR 15/lawful and epic
Damage Reduction (Ex or Su): ... A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.

So it is not "artifact", it is epic.

I don't consider a furious or bane weapon a epic weapon as the bonus is situational, but that is another matter.

Oh sorry... I mixed that one up with the Regeneration because I always thought they had changed epic to artifact because of the fact that no epic weapon exists in Pathfinder (except for Artifacts...)


Part of the problem may very well be that you are in Kingmaker. (the earlier stages, anyways)

When the campaign setup enforces a single combat per day, characters with powerful but limited resources look much more powerful than they would otherwise be.

The alchemist who doesn't need to watch how many bombs he throws will look just as nasty (we had a 1/2orc in the last campaign, and when you get to toss 4 bombs per round that do 5d6+14 each vs a touch attack you look pretty nasty)

I doubt the paladin looks anywhere near as powerful in Curse of the Crimson Throne, where early on there are several areas that have multiple encounters quickly, or in Serpent Skull, where many of the 15 minute workday encounters are unaligned animals rather than evil minions.


Hyla wrote:

Nice. All the standard accusations/insults ("roll"player, bad GM, stupid) one gets in these forums if one dares to criticize any aspect of the game all in one post.

Maybe the Paizo boards are not the place to go if one wants to discuss the game, since they are too fanboy-infested.

Going straight for the nerf bat is the worst possible response a GM can have for any given situation. That is the absolute truth in any game system.

This isn't about system, this isn't about favorite system, this isn't about anything but basic GMing, which is in all roleplaying systems, and your inability to overcome one incredibly predictable element (seriously, it's probably the most quantifiable class ability in the game... aside from maybe rage, weapon training, and favored enemy) is not good.

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