Caster / non-caster problem. OK, but why?


Pathfinder First Edition General Discussion

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Adamantine Dragon, you wrote this: "But 4e is also all about balancing powers between martial and casting classes. It's all about giving martial characters exactly the same number and type of combat options as a caster. The same number of at will powers, the same number of encounter powers, the same number of daily powers, and all of those powers, from any class, do more or less the same things. They daze, stun, blind, slide, push, knock prone, deal damage, teleport... It really doesn't matter if you are a ranger or a wizard, once you are in combat either one of you will have powers that let you set states, rearrange the battlefield or do damage, more or less in equal measure, just with different fluff."

None asked for that. Please read our comments. Someone asked spell like option for martial characters (more or less, an oriental high fantasy style, or like Bastard! comics), but is not the main point of this thread.
I wrote something very different, also because I prefer to limit magic, but the main point is to adapt to campaign. Plz, realize that: we don't want perfect balance or 4E style, and we're not all asking for a martial class that use magic.
In 3.5 there were feats for warrior against illusions, etc. We have feats against magic in PF. I think this is very appropriated in a high magic campaign or for very particular character and that we need more of them.


Kirth Gersen wrote:
I don't play 4e simply because I don't really care for board games.
Adamantine Dragon wrote:
Kirth, 4e is "board gamey" too.

Why do you phrase your agreement as if chiding me and/or disagreeing?


Alec, for a high-magic Pathfinder game in which martials can do awesome things, too, you might check out THIS, if you haven't already.


Alec, perhaps I am reading more into your comments about providing options comparable to spellcasters for martial classes. But if so that's because I don't see how you give martial classes abilities comparable to spellcasters without them being magic in all but name.

Unless you nerf the spellcasters so much that they no longer gain any benefit from being spellcasters.

As I said, 4e did both of these things. A: Their martial classes are just refluffed casters. I don't like that. B: Their spellcasters have been nerfed into oblivion compared to PF spellcasters. I don't like that either.

Unless I am very much mistaken you are outright proposing B, and I think you are proposing A the same way 4e did, by using semantics to claim that the powers aren't "magic". Perhaps in your mind you can justify the martial "options" as being non-magical, but I suspect on a case-by-case basis you and I would not agree on how plausible those powers would be, and the more implausible they are, the more they are really just refluffed magic.

It may well be that you don't intend to pursue your logic to the ultimate 4e clone conclusion that I see. But I don't even like the path you are on.


Kirth Gersen wrote:
Kirth Gersen wrote:
I don't play 4e simply because I don't really care for board games.
Adamantine Dragon wrote:
Kirth, 4e is "board gamey" too.
Why do you phrase your agreement as if chiding me and/or disagreeing?

I don't. I just say what I mean. I mean 4e is "board gamey" too. In fact I was agreeing with you not chiding you.

Rereading my post I'm not sure why I put the "too" in that sentence. I just meant "Yes Kirth, 4e is indisputably board gamey."


I don't know how feats that can deflect a ray (like shield against ray), or the old feats that helped to avoid some magical defense should be considered magic abilities, BUT if you run a high magic campaign is normal that even fighter interacts (and not necessarily uses) magic.
For example a fighter could have a feats or SA that needs a cold iron weapon or a cold iron tools to suppress a magical effect for some rounds. The shield against ray could even deflect it against the caster (with anothe feat) and so on. Or maybe some feats to represent the mind training that bodyguards do to avoid being charmed. All this stuff are normal for people that lives in a high magic campaign. If instead you want to run a low magic one then casters should be limited, but they go the advantage that other people are not well prepared against them, so with a simple illusion they can do more than usual.
Then, if someone wants, there's another option. In a very low level campaign magic doesn't exist or is very weak and secretive. In a high magic campaign warrior got spiritual abilities like Ken Shiro or Goku, but this is a choice of flavour (archetype that should be added in some books). Book of nine sword was perfect for an oriental campaign, but this is not a matter of rule and balance but more of flavour.
It's clear where's the problem, with every book new spells appear, and a wizard can take virtually any. Clerics are even worst. When a new feat appears a warrior has to take it and he can't change every day.
So maybe the problem is that martial characters should be able to be awesome in more situations? Like in films, fighting unarmed, with a chair, with all weapon, deadly as Riddick?
The campaign flavour is all decided by GM and players, but rules should support different style of play. You like games where casters can use all spells, and change the world shape. Someone likes it different. Someone could prefere that even martial do it, or maybe that none can. I think that this could be interesting material for a new book for GM or something to run campaign.


Actually, if you want a game without the caster/noncaster issue, where martial characters can do amazing things,

play EXALTED!

I'm not a huge fan of White Wolf, but the stuff they did with the Exalted game really rocks, and I think you'd find that the combat abilities are stacked much better with the "magic" abilities.

[Personally, I think that the casters in PF are fine, and would remind you of a quote by Vladimir Taltos, Baronette of House Jhereg: "No matter how subtle the wizard, a dagger between the shoulderblades will seriously cramp his style." PF fighters are lethal at high levels... they just do it more quietly than mages.]


Adamantine Dragon wrote:
For those who want to play a game with casters and non-casters balanced as closely as possible, the 4e forums are ---> that way.

Martial classes are better than casters in 4e. Also idk what the OP is trying to prove.


If you want a Ridick style character you need to either throw CR 1/2-1/4 enemies against high level characters or play a different game since the hit point mechanic means that your going to be unable to kill most enemies in one hit unless you munchkin your character.

I don't mind a eastern style character with wacky kung fu powers or even the more "mundane" leap from treetop to treetop while engaging in a sword duel with your foe. Which is why I'm rather interested in the dragon empires ki powers. However if we wound up in a 4th ed style game I'd probably not play it. I love playing casters but the casters in 4th ed just don't feel like magic users to me. I played a wizard there and by the end of the game that character was pretty much superfluous and I was seriously considering asking the DM to let me switch to a barbarian simply so I could actually get involved in the fights in a significant way. Frankly the whole problem was made worse because 4th ed needs a dedicated roleplaying DM to actually let you get any use out of the rituals that are now available to EVERYONE fighter, wizard, cleric, kobold, what have you.

As for the skills being inversely proportional to spells I'm sorry but that is a very bad idea. It doesn't even make sense from a flavour standpoint I've spent a thousand years seeking out ancient knowledge in foreign lands, I posses the power to create a demi-plane, hurl bolts of fire, fly, breath in space etc but I know less about the planes, dungeons, forging rings, theology, philosophy, running a business, carpentry, sneaking around and weather than that 18 year old kid who's spent the last 2 years hitting goblins with his fathers sword.


AlecStorm wrote:
P.S. I play d&d from first edition, AD&D, 3.0, 3.5, and PF (almost 21 years of play). I read the book of 4E but never rolled a dice to play it. Is a board game, has little to do with RPG.

Except for, y'know, the whole it-being-a-roleplaying-game part. I mean, you haven't even bothered to play it. The persistent anti-4e trolling is just bad.


Alitan, I sprained my wrist the third time I rolled 18 dice for initiative in Exalted, and tied.


Adamantine Dragon wrote:
Kirth Gersen wrote:
Kirth Gersen wrote:
I don't play 4e simply because I don't really care for board games.
Adamantine Dragon wrote:
Kirth, 4e is "board gamey" too.
Why do you phrase your agreement as if chiding me and/or disagreeing?

I don't. I just say what I mean. I mean 4e is "board gamey" too. In fact I was agreeing with you not chiding you.

Rereading my post I'm not sure why I put the "too" in that sentence. I just meant "Yes Kirth, 4e is indisputably board gamey."

I don't see how 4e is any more a board game than pathfinder. In pathfinder a wizard who wins initiative can cast a spell and fly 30' into the air before a fighter who started combat with his sword drawn, leaning forward, 10' away can attack.

For that matter, a fighter standing infront of a princess can be completely bipassed when the monster takes his turn and moves in a big 30' square around to the back of the princess while the fighter sits there because the fighter's player is not allowed to move his piece until his turn.

Or how an archer can persist at shooting arrows into an attacker by taking 5' steps backwards. Again, because it isn't the attackers turn, we are to believe the archer retreats 5' while everyone sits still and he gets an uninterrupted 6 seconds to shoot 13 arrows.

As far as I am concerned, all RAW is, is a big board game where one player is expected to let all the other players share a victory. It isn't role playing.

Sczarni

@cranewings It's all happening simultaniously , don't think in turns.

@OP I can understand that feeblemind spell or something seems powerful for a higher level caster, but I just don't see one thing in all this.

Why would you want to nerf/redesign/whatever casters if they already received significant nerf on their damage spells. Nerf their debuff spells can totaly shut down entire classes which are even designed completely around those spells.

I also doubt PF is open for redesigning entire game system.


Scott Betts wrote:
AlecStorm wrote:
P.S. I play d&d from first edition, AD&D, 3.0, 3.5, and PF (almost 21 years of play). I read the book of 4E but never rolled a dice to play it. Is a board game, has little to do with RPG.
Except for, y'know, the whole it-being-a-roleplaying-game part. I mean, you haven't even bothered to play it. The persistent anti-4e trolling is just bad.

He has already decided what badwrongfun is, and he is the sole authority of what is overpowered, and what "real" RP'ing is.

Silver Crusade

Malag wrote:

@cranewings It's all happening simultaniously , don't think in turns.

Except that Cranewings has a very good point-- it may supposedly be happening "simultaneously" except that that isn't the way it plays out under the rules. In Cranewing's examples, if things were happening simultaneously and accounting for a person's intentions:

the fighter would move as the monster moves, and would stay in between the monster and the princess, no matter how much the monster tries to circle the two of them. And, the archer would be frantically trying to back-pedal to get enough room to shoot without getting cut down, but the attacker keeps advancing, right on top of the archer, not letting him get away...

In 3.5, combat is a more complex, complicated open-option board game (IMO) than 4E, but CW is right-- it's still a board game, if you play by the RAW; and the effects of everyone moving, and acting, one at a time, still frequently defies belief for the thought that it's all "really happening simultaneously".

BTW, Cranewings-- nice post.

Further note to Scott Betts, et al.-- the above point is not meant to imply that 4E and 3.5 aren't roleplaying games-- it's just to state an opinion that combat in both systems is very much a board-game set-up (and perhaps, that "board games" in this sense, is not a mutually exclusive term to "roleplaying games").

Sczarni

It's only natural for the game not to be perfect, as almost nothing is perfect.
You can pretty much interpret entire situation always differently, fighter was slow to notice, he tripped a bit on some object, monster was determent to kill princess and so on.
But this is talk about how unrealistic PF is.

Grand Lodge

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Pathfinder Starfinder Roleplaying Game Subscriber
AlecStorm wrote:

Please I'd like some feedback :)

What do you think about this? Is true that there are two levels of play, that caster can reach both (plausible and implausible), while non casters usually are confined in the plausible (or a little implausible, but not much)? This is more important than simple dmg or class power, I think, because that can be fixed with ease.

The spellcasters really run roughshot over the noncasters in one kind of game. The kind of game where the DM allows magic to escape the limits built into it, to run out of control like a raging forest fire. The kind where arcanists have unlimited spell resarch, the ones where the PC wizards have EVERY spell in the rule books available, and more importantly the ones in where every adventuring day only lasts 15 minutes.

The easiest way however for magic to run amuck, and unfortunately it's one that Paizo itself contributed to.... is magic item creation.

The removal of experience point costs eliminated one of the big brakes on the caster who's essentially a magic item vending machine. A more serious one is the ridiculous ease in which magic items are crafted. Recent FAQ rulings which allow item creation to inflate WBL only have added fuel to the fire for campaigns making pre-made high level characters. Fortunately the rules leave most of the process to GM adjudication and the situation really only requires a moderate amount of adjustment to keep things under control. The other thing that tends to blow balance out of the water is custom magic items, one of the few areas where munchkins actually thrive better in Pathfinder than they did in 3.5.

One of which I make is the requirement of formulae to make magic items. In other words, every type of cake requires a recipe to craft them, and that's plenty of opportunity to drain excess cash. The standard items in the rulebooks represnet the most cost effective ways to make certain items, which is why they are the most common forms of them. Custom items in my game get hit with high costs for research and DCs. And players don't get to find out if they're even possible before doing the research and spending the gold... for nothing. In short, min-maxing the rules becomes a good ticket to blowing a lot of creation cash for no purpose.

Now the approach I've taken here is not a "low magic" approach. It's more that I retain a greater level of GM control in how magic items are brought into the campaign. The best items should be found, quested, not bought. I do however try to keep two things in mind... What the group is going to be facing next, and the individual desires of the players themselves as to how they want their characters to evolve.

It's not an easy juggling act.... but GMing is an acquired art born of practise.


Finn, thanks.

It actually didn't take much house ruling to fix the movement problem, and it actually went a long way to improve the fighter. As the gm I do my best to make sure the players understand at the start of the round what the enemies' implied intentions are, and I let everyone take movement out of turn if they want. So instead of moving figures, I might say, "the monster attacks the princess." to which a player interjects, "I get in the way."


Ok, seems that some people want to know what I'm trying to prove.
Nothing.
My opinion is that would be nice for this game to have guidelines or variant rules to play different style of campaign. I'm not here to prove it. It's an opinion.

I am not here also to discuss about 4E. I don't like it. If someone think that I'm trollin' about leave this thread and go to 4E forum. I would also talk about introducing some 4E features, but I'm not interested on playing it. So please bring 4E discussion or complaining in a proper thread, here is OT.

If someone thinks that would be nice to work togheter to put down some guidelines or idea to fix what someone perceives as a problem (things that I explained before), well, I'm fine with this. I'm not here to convince people to change their game style or to be convinced. It's clear now?

Someone was interested in new features for martial characters that live in a high magic campaign. Proposal?

I will work first on adaptation of magic system and casters to play a low magic campaign. Someone interested?


AlecStorm wrote:

1. Someone was interested in new features for martial characters that live in a high magic campaign. Proposal?

2. I will work first on adaptation of magic system and casters to play a low magic campaign. Someone interested?

1. Already done -- at least twice. See the link I posted above, or go back and look at Frank and K's Races of War, etc.

2. Also already done -- see "E6."


Alec, my caster nerfed for low magic are no crafting, no scrolls, improved save feats give you a good save, simultaneous movement, no five foot step away unless you have an ally threatening your enemy, stat and skill bonuses in place of magic item wealth, magic items can still be found but never include things to benefit casters, like spell storing or metagame-magic rods. All that, and the highest character level is 6.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
AlecStorm wrote:

Ok, seems that some people want to know what I'm trying to prove.

Nothing.
My opinion is that would be nice for this game to have guidelines or variant rules to play different style of campaign. I'm not here to prove it. It's an opinion.

The Gamemastery Guide has a good spring board for gming Magic and there's additional GM information in Ultimate Magic. Beyond that it's really a matter of individual taste. As most of the differences expressed are really a matter of personal aesthetics on game flavor.


Cap level at six is not what I'm searching from this game, but the purpose it's clear. I run game to high level, I'm not working on a strictly low magic campaign, but something like teleport, or spells that bend reality in a showy way becomes a problem. Also I want that the party doesn't become too much caster dependant. Everyone should have his moment. I'm working on a list of spells modified or banned, when I finished to translate it I will post as an example.


Alec, I think certain kinds of wizards would be social encouraged, and because society supports them, they would have a massive advantage in terms of students and equipment.

In the last high level game I ran, that wizard was the abjurer aka court Mage.

At level 10, with leadership and some of the kings gold, he can do a really great job of a 24 hour detect, shutdown, and counter of the kings enemy wizards. He can detect scrying anywhere in the castle, view the source, and drop bombs on it or counter teleport and obliterate it with the kings men.

This adds a good level of espionage to the game, because to get at the king you have to first get at his wizard. Assuming powerful wizards are rare, kingdoms are made and broken by the flow of magical support.


If properly played casters are a very good thing. All depends on campaign style. Now I'll post a short list of spells that I changed / banned, for traditional fantasy (not insane stats for character, not magic items as mandatory equipment, etc).

There are a lot of spells that interact with reality in a way that bypass skills. All this skills are changed, but I did not make a list, so I'll give some example.

Mending: this spell lets you repair an item with a +1/caster level bonus on skill check. You can make it with no tools (or few, maybe an hammer but not a forge), but you can't make it without training.

Pass without trace: add +1/caster level to DC to follow your track.

Spider climb: you can climb even flat walls, or climb as normal with a +1/caster level on skill check.

And so on.

Sometimes I use this variant rules for healing spells.
All healing spells work this way: range close, give to target the same amount of HP that would be cured as temporary hit points for 1 round / caster level. Same on undead (at GM decision, the range of this effect could be touch or close).

Now the list of sorcere/wizard spell banned (core book). Obviously this depends on campaign. Now I'm talking about a magic level lower than usual (like traditional fantasy).

5th level

Teleport: Teleport at high range could exists as a sort of magic item, like circle of teleport.

Feeblemind: Too strong. (At 9th character level can be a oneshot, ST are weak, and players would not have the spells to recover). I'm working on a variant, maybe a sort of greater touch of idiocy.

Baneful polymorph: same thing of feeblemind. I'm working about it. I think that I'll go for a sort of damage over time to stats (str).

Overland flight can be banned (GM's discretion)

6th
Stone to flesh: working for a variant spell.

7th
Plane shift

Teleport, greater

Teleport, object (GM discretion)

Ethereal jaunt

Limited wish (GM discretion)

9th
Wish (GM discretion)

Another consideration

There are a lot of spells that are "all or nothing". If ST is failed, target is KO, is ST is done, a round is wasted. I think that I'll change every spell to have less effect on a succesful ST, but not a deadly effect if failed. This will also help to handle the ST problems (too high or too low).

Very important, more variants

8th
Mind Blank: doesn't protect from see invisibility and similar spells.

3th
Fly: I'm wondering to change it, and I see different ways. Simply give a different duration, 1 round / caster level. This should need a casting time of 1 swift action.
The second way is to permit casters to use this spells as non continuative duration, but I'll need more time to change magic system in that way (if it seems to be a proper variant).

This are some example. I don't have more specific list, because my players ask me when they pick new spells.

Now I don't have time but next I'll translate other class list and APG list.

You see that casters are not weakened. Consider that even if I ban spells that can kill or stop someone in 1 round with a faile ST I give them a unique DC for all spells, 10+ level/2 + bonus stat.


I think trying to change the high level spell list to allow high level wizards but still have people using skills and living castles is a pretty big job.

At level 6, on man can already kill 20 men. What the heck is the point of honoring the leveling system so that you have one man who can kill 20 men who can kill 20 men? What fantasy are you trying to emulate? Heavenly Sword?

There isn't a point in most of the high level spells anyway. All they do is repeat low level effects for big monsters or ensure that you can't have regular games like murder mysteries, attacking forts, or getting lost anymore without ham handed crap like "god did it to you so your spell doesn't work today."

I get what you are trying to do. You want standard fantasy stories with characters who can kill hordes of people. I just don't see the point in combining the two.


Uhm... it's not necessary that characters can kill hordes of people. Indeed,even in reality few well armored warrios could kill a lot of commoners. For this is not a problem, if a different campaign is running you can ban all mass damage dealing spells and similar. The main point is to ban or modify what render useless other parts of the game (like skills).


Adjust the mischance chances for teleport so you can never teleport even close to reliably except into locations that are both very familiar and currently being observed either directly or by scrying. (or very familiar, static, and unoccupied by prearrangement)

Make lead block all forms of scrying again and use it extensively by intelligent adversaries. And if you don't do this eliminate teleport completely.

Remove or severely nerf all Save or Slave spells. They're toxic to the setting.

Change the cast defensively DC to something like 10+highest threatening opponent's CMD+2/additional threatening opponent+double spell level. (from just 15+double spell level) It needs to scale with the capability of the guy distracting you're defending against and acrobatics uses CMD to set the DC for tumble which is sort of similar.

Either change the lawndart check DC to 10+damage dealt with much more severe altitude loss on failure and apply it to magical flight and make flight incompatible with protection from arrows or make flying mounts with reasonable hit dice for high level play as readily available as horses for low level play.

And that's probably enough to level the playing field. Most of the stuff that lets casters abuse the game also makes the setting fall apart. The rules for FTL in a setting apply to long range teleportation magic even if the lack of WMDs make the five minute war unlikely to actually result in species extinction, but unstoppable mage-assassins still lead to anarchy until the last wizard kills the penultimate wizard and dies of his wounds. Scrying makes the teleport problem worse and mucks up certain kinds of plots. Save or Slave spells make all governments except thaumatocracy impossible. Flight with scaling HP and without either potentially lethal lawndart checks of significant DC to enable effective AAA fire or mundane air cavalry to perform an interceptor role makes aerial bombardment too powerful and again leads to thaumatocracy.

Changing the cast defensively DC is pure melee buffing though and not necessary to have a traditional quasi-medieval aristocrat dominated setting.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
AlecStorm wrote:
Overland flight can be banned (GM's discretion)

Never had an issue with the spell. It turns wizards into soloers in aerial encounters (the spell is personal only) and it's pretty much a given that almost anything with wings that's a serious threat will be able to outfly them.


This is a great thread. I very much agree with wanting to give sword swingers a little something extra. I love my caster and they should stay the way they are. I also love my sword swingers. The thing about this particular system is that that it assumes you will be part of a team. This team will be made up of people that will compliment each other and that each class does their own thing and works well with one another. This of course is in a perfect world.

Now throw in your player, that plays a caster, can come in and lay waste to your mundane characters and they can't do a thing about it. What is worse is that it happens after being involved with a campaign for 6mos+. In this case does the GM step in or just let it happen and ruin the campaign and waste a lot of peoples time?

Enter the Tome of Battle. This is somewhat of a hot topic. People either love it or hate it and there doesn't seem to be a whole lot of meh...

The Tome of Battle was a test run for 4ED IMHO, and a last attempt a plugging a hole, that people thought existed with the power of sword swingers. IMO the Book of Nine Swords is a book that does fill a hole. Granted I have only played a swordsage to level 8, but non the less it was one of my favorites for a sword swinging type. It is somewhat powerful. Its power comes in versatility, rolling well on your dice rolls and many of the powers are SN. IMHO I think it was enough of a bonus to give sword swinging types enough of an advantage as to not being overshadowed. Again keep in mind I only made it to level 8.
My favorite book was the Iron Heroes book. I took a fighter to lvl 20. The feat mastery trees were awesome and they were able to also plug a lot of the wholes sword swingers had. I am sure I am missing something. The ADD is kicking in. I am sure I will think of it after my post or someone will catch something I missed.


AlecStorm wrote:
Cap level at six is not what I'm searching from this game, but the purpose it's clear. I run game to high level, I'm not working on a strictly low magic campaign, but something like teleport, or spells that bend reality in a showy way becomes a problem. Also I want that the party doesn't become too much caster dependant. Everyone should have his moment. I'm working on a list of spells modified or banned, when I finished to translate it I will post as an example.

I think you are missing a very important piece of your own puzzle. If your real objective is to draw the line between low fantasy and high fantasy, you have to realize there is more to it then just spells. At higher levels, even mundane things become beyond what is normally reasonable. There is the old 20th level barbarian walking off the 300ft cliff to avoid having to run down example (because he has so many hp that the fall is no threat to him). The high level cleric gleefully eats poisoned food because he knows his fort save is so high he can only be poisoned on a 1. The fighter is stabbed through the heart with a sword, gets up pissed off and kills his attacker, then goes back to be without concern for his wound.

The high level game does not model low fantasy well at all, and it isn't just because of specific spells. It is because of the way power is scaling. In only 25% of the game (levels 1-5) we span the entire limit of human ability. If you go past level 6 low fantasy in the strictest terms is no longer possible. If your objective is to determine which parts of the game dont belong in a low fantasy game, everything above level 8 is a sure bet.


I'm not trying to define low and high fantasy but more precisely low - middle - and high magic system :)
I agree that even HP system is high fantasy, or better heroic fantasy. It's just a matter of description for me: the sword that stab the heart comes when the enemy reach negative HP.
My purpouse is to try to define magic because magic just mimic technology. Different flavour, but same impact. Glantri, Warmachine, Eberron, etc. I define this campaigns high magic. If high magic is running I have to think about the influence that it has on environment. In this setting I have to adapt all non magic user classes, with the example I made before.
In a middle - magic campaign magic is not a secret and is used, sometime ammired or feared. Dragonlance, LOTR (that is middle-low), Forgotten Realms (middle-high), etc. In this settings I just have to ban some very strange effect spells. In a low magic campaign (like european traditional epic) magic is unknown, strange, and very few people use it, but it's not low fantasy, because very big monsters run the land and even gods walk between humans, and an hero could be their son (Eracle).
It's obvious that in an high magic campaign martial characters interact with magic even if they don't directly use it.

I think that this game doesn't suit low fantasy, since its rules are made for heroic fantasy.


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I just redefine how I look at things.

  • I picture levels 1-5 as "realistic," gritty fantasy.
  • Levels 6-10 are when the characters come into their own as mighty heroes; most retire around 10th.
  • Levels 11-15 are for people who tried to get out of "the life" and couldn't, because of threats to the world; these become legendary heroes whose names everyone will know even after generations have passed.
  • Levels 16+ are straight-up demigods; the game is broken at those levels anyway.

    I don't play after level 20.

  • Silver Crusade

    LazarX wrote:
    AlecStorm wrote:

    Please I'd like some feedback :)

    What do you think about this? Is true that there are two levels of play, that caster can reach both (plausible and implausible), while non casters usually are confined in the plausible (or a little implausible, but not much)? This is more important than simple dmg or class power, I think, because that can be fixed with ease.

    The spellcasters really run roughshot over the noncasters in one kind of game. The kind of game where the DM allows magic to escape the limits built into it, to run out of control like a raging forest fire. The kind where arcanists have unlimited spell resarch, the ones where the PC wizards have EVERY spell in the rule books available, and more importantly the ones in where every adventuring day only lasts 15 minutes.

    The easiest way however for magic to run amuck, and unfortunately it's one that Paizo itself contributed to.... is magic item creation.

    The removal of experience point costs eliminated one of the big brakes on the caster who's essentially a magic item vending machine. A more serious one is the ridiculous ease in which magic items are crafted. Recent FAQ rulings which allow item creation to inflate WBL only have added fuel to the fire for campaigns making pre-made high level characters. Fortunately the rules leave most of the process to GM adjudication and the situation really only requires a moderate amount of adjustment to keep things under control. The other thing that tends to blow balance out of the water is custom magic items, one of the few areas where munchkins actually thrive better in Pathfinder than they did in 3.5.

    One of which I make is the requirement of formulae to make magic items. In other words, every type of cake requires a recipe to craft them, and that's plenty of opportunity to drain excess cash. The standard items in the rulebooks represnet the most cost effective ways to make certain items, which is why they are the most common forms of them. Custom items in my game get hit...

    As DM just control the gold flow.


    I'm trying to add some changes so my players can play game at every level, and where money doesn't mean power.
    I don't bother much on higher levels, I can handle it. The point is to limit some options according to campaign type. Power is not a problem, spells like create demiplane or teleport are not a problem of power but on world perception that players have. Since I'm trying to run a classic fantasy campaign I want to make some changes to give a particular perception of world for my players. If low magic, I have to do some changes. If middle, something different, and for high magic I can't have character that can't interact with magic.

    For money it's different. It's not money the problem, but what you can do with it. There are banks? You can buy magic item? How GM handle item creation?
    In a low magic campaign even if player find tons of money maybe they can't carry or keep all, and if they become rich they can buy a castle (it's ok for me) but not magic items that raise character's power.

    So my question is: what kind of spells and magic gear you will let to your player in a low magic campaign? In a middle magic? Which changes you would do to classes to run a high magic campaign? This is what I'm trying to do.


    As others have said though if your going to monkey around with magic you've also got to alter the creatures they fight because those creatures are designed assuming that magic will be as per the book.


    I think the very high majority of problems between the power of casters and non-casters are reduced or even eliminated by just enforcing the rules. The demi-plane example is perfect, as is wish. These are expensive spells and high level. That means that you have fewer of them and the more you want to cast them, the less money you have available for other things.

    Look at Create Greater Demiplane. At level 20, you have 400 10-foot cubes to work with. The spell takes 6 hours to cast. It will last 20 days. If you want it to be permanent, then it will cost you 22,500 gold per casting. The more options you want or the larger you want it, the more money it will cost. Each casting adds a different trait and must be made permanent individually. If it is permanent, it should cost against your WBL. If you use the lesser version, you need to cast other spells to travel to and from your plane. If you use a higher version, you will need to still cast the spell twice, once for the plane and once for the gate.

    Wish also has its limitations spelled out clearly in the description as well as having a high gold piece cost. Every casting is a diamond worth 25,000 gold. Note that it is a single diamond. It must be accounted for on the character sheet. If the GM isn't making the player keep track of this, then he is making a mistake.

    These spells are powerful but they are not so powerful that they make non-casters pointless.

    I have noticed that the better understanding the GM has over the system, the fewer problems he has. That's not to say that there aren't some issues still, but they aren't nearly as bad as people claim.


    Actually I don't think the demi-plane spell works like that I just took a look at it and it say's under the entry for bountiful

    "Bountiful: Your demiplane gains a thriving natural ecology,
    with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi,
    and so on) to support one Medium creature for every 10-foot
    cube of the demiplane
    .The demiplane does not have animals unless you put them there, but the ecology can sustain itself for as long as the demi-plane existswithout watering, gardening, pollination and so on, and dead organic material decays and returns to the soil in the normal manner."

    and then later on . . .

    "You can make this spell permanent with the permanency spell, at a cost of 20,000 GP. If you have cast create demi-plane multiple times to enlarge the demi-plane, each casting's area requires its own permanency spell."

    To me that say's that the cost for making the spell permanent is 20,000 GP worth of diamond dust not 22,000 GP assuming that's where you got that from. The 500GP focus for the demi-plane spell doesn't need to be repurchased as a focus it remains so you only pay for it once.

    As for the rest from what I can see you only need to pay for making your demi-plane permanently bigger the other ones are self-sustaining after their cast and apply to the whole demi-plane.

    So lets say I reach the point where I can cast 9th level spells (only 1) and choose this spell to learn. I then create my own pocket home that's a 500 GP focus, 20,000 GP diamond dust to make it permanent and bang I've got a 4,000 cubic foot demi-plane to call my home with an earthen floor and a featureless void/mist surrounded (can't decide between them) surrouding it.

    I then rest and tommorow recast the spell with shape to make it self contained, rest and recast to give it structure of a mountainous island (part of a chain if there was enough room) in an "endless" ocean (although you reall just loop around back in the other side as part of the earlier spell), rest and recast to make it bountiful, rest and recast to make it positive energy dominant (minor), rest and recast to make it seasonal so I've got a "normal" day/night/seasonal cycle, rest and recast to make give it a portal.

    Then I step back and enjoy what I've created tempered slightly by the sad fact I can make time flow faster in it compared to the material world because while I'm immortal those who visit me wont be and they'd be aging at the accelerated rate to the mortal world (not to mention its limited to only 2 times normal speed anyway). Then realize I forgot the animals and set about gathering all the domestic and wild creatures I need to populate my new home while I deabte adding extra portals.

    Total investment: 20,500 GP and 7 day's with 6 hours spellcasting each day.

    Hmmm drop the positive energy and rest on the 7th day if you want (sacriligous grin).

    If I want to expand it as a GM I'd rule another 20,000GP diamond dust to add another 4,000 cubic feet and the shape, structure, positive energy dominant (minor) and seasonal traits would apply automatically to the new landmass/ocean however the bountiful plants don't unless I (a) recast the spell or (b) wait for it to spread naturally.


    Each trait requires an additional casting. Each time you want to make the spell permanent, you need to spend more money. I guess the issue is how long does "instantaneous" last and I think it's clear where I'm going to go with it but each GM will have to make their own ruling. The plane also is a set size. It does not increase naturally. The 9th level spell costs 22,500 gold to make permanent. You were looking at the 8th level version. That's not a big difference but remember that this plane is 7 times bigger than a Magnificent Mansion. It's roughly 170 shipping containers. Sounds big until you realize that is a very small portion of a cargo ship. The average cargo ship can carry about 7500 demi-planes. That's something that needs to be taken into account.

    No matter how you really rule on this, comparing it (a non-combat spell) to a non-caster's combat ability isn't really a good comparison.


    Nope I'm pretty sure the text is clear as long as the demi-plane exists the bountiful effect at least persists and since there's nothing on the others I'd say it was fairly safe to say the same and it doesn't make much sense for an expanded demi-plane to have a defined structure for one area with weather and other specific traits that just stop at the border. Even if the DM rules it did which would be as reasonable within the rules as my ruling there is no additional cost to permament it mentioned in the spell description. Still to me the only spell you need to permanent is the size one the rest last as long as the plane does which is either 1 day/level or forever.

    As defined in the rulebook

    "Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting."

    In other word as soon as the spell is cast the effect is permanent and acts as it would normally. That is here the demi-plane effects last forever but a fire on a piece of wood would slowly consume it and go out.

    Your right I was looking at the wrong spell so add on 2,500 gold for a total of 23,000 per permanent size increase.

    Okay so your at work for awhile but a cargo ship is effectively the size of a small city in its own right. That aside if you can only cast 1 9th level spell you'd be working size wise for 20 years not that big a commitment of time for a long lived being. A 20th level wizard cuts that 5 years. Hmm so lets say your going to live for millenia you hop back in time and spend say 33 years casting the size enlargement. That's 48,180 castings of the spell giving you 192,272,000 cubic feet of space not a bad size although admiteddly it'd cost you a billion gold of diamond dust but at 20th level I'm sure you can get ahold of that (dwarve's mining the plane of earth for example, you get diamond dust, they get everything else). I don't have time to work out what it is in terms of a country though as you'd probably only have 1-200 of that being up.

    EDIT
    Yes I'm greedy and want my small island nation your average mage would probably be happy with the base spell. Also this doesn't allow for someone who also has the lesser spells and is casting them as well.

    Liberty's Edge

    cranewings wrote:

    Finn, thanks.

    It actually didn't take much house ruling to fix the movement problem, and it actually went a long way to improve the fighter. As the gm I do my best to make sure the players understand at the start of the round what the enemies' implied intentions are, and I let everyone take movement out of turn if they want. So instead of moving figures, I might say, "the monster attacks the princess." to which a player interjects, "I get in the way."

    There are feats that allow you to do that kind of things:

    - a few teamwork feats,
    - defensive feats like Bodyguard and In Harm's Way
    - movement feats like Combat Patrol and Step Up

    Getting them and using them has a cost in feats and actions, so it is easier to get them for some classes while other classes will shun them.
    Giving something like them out for free, especially, if, as it seem from your post, you disregard the action cost, will strengthen some classes while weakening others.

    True in RL a archer could not take a 5' step and fire his arrow with impunity, but at the same time the melee guy running up to him would not do that without getting his chest full of arrows. I think that at the end it mostly balance out.

    Your changes aren't a problem as long as they suit your players and you as a GM, you simply need to be aware of their effects.


    Scott Betts wrote:
    AlecStorm wrote:
    P.S. I play d&d from first edition, AD&D, 3.0, 3.5, and PF (almost 21 years of play). I read the book of 4E but never rolled a dice to play it. Is a board game, has little to do with RPG.
    Except for, y'know, the whole it-being-a-roleplaying-game part. I mean, you haven't even bothered to play it. The persistent anti-4e trolling is just bad.

    I've played it, and it isn't. A role-playing game, that is. It's a tactical wargame.


    cranewings wrote:
    Alitan, I sprained my wrist the third time I rolled 18 dice for initiative in Exalted, and tied.

    OK, ok, nothing's perfect. But the Charms system is really keen.


    Create Demiplane isn't a problem. Not really. It lets the wizard hide from the world. Geas/Quest and Charm Person or Teleport and Scry and Cloudkill let the wizard take over nations like a one man military junta. That's a problem if you want a setting that isn't thaumatocracies from sea to shining sea. Demiplanes are more a solution. Wizards create their eden, enter it, and never see any reason to come out. Problem solved. If only create demiplane was cheap and low level enough that the wizards would go away before they broke the setting.


    Everyone seems to be focused on nerfing the caster, and I really think that, while it needs to be done to a certain extent, can be handled simply by reading the spells, and applying the limits already present in the system.

    What really needs to be done to boost non casters is rein in the insane feat chains that have developed. Do we really need 3 feats, plus a prerequisite feat, for every combat maneuver? Compress the normal, improved, and greater type feats into one feat, and build the prereqs into the combat maneuver feat instead of requiring another feat first, with further abilities being unlocked at certain levels, and non casters would get a huge boost. Right now, the concept of feats is nice, but they need to continue to provide new benefits as the character gains levels like spells and class abilities do. As it is, they are one of the few static mechanics in a game where most of the mechanics takes into account growth at higher levels.

    Liberty's Edge

    @Liam Warner:

    At best you can spend 12 hours casting Create Greater Demiplane each day. You need 8 hours of rest and 1 hour to recover your spells.

    Level 20 caster:
    400 (not 4,000) cubes each casting, I think that the section added to the demiplane will share his properties, so you need only 6 extra castings to set his properties.

    So 192,272,000 cubic feet are 481 casting of the spell and you will have:

    300’ ceiling (a small hill) on a 300’ x 213.78’ base.
    A nice estate.

    The Palace of Versailles floor area: 67,000 m2, and that translate at about 2..198.163 square feet. Give it a height of 60’ and you have a volume of 131.889.764 cubic feet.
    The palace ground are 800 hectares. 1 hectare is 107,639 square feet. The whole area is 86,111,200 square feet. Let’s make your ceiling very low, 90’ to have a bit of space above it.
    Total volume 7,750,008,000 cubic feet. Divided 400,000 you get 19,375.02 casting.

    4 castings for each day on the prime material plane (as the time in your plane move x2) = 53 years and 31 days (while you did experienced 106 years and 62 days doing it) spending 12 hours each day casting Create Greater Demiplane, 8 sleeping and 1 hour memorizing spells. You will have 3 hours left to “live”.

    Total cost 435,960,000 gp

    So to get the Palace of Versailles I would have to cast non stop for 106 years the same spell, with no time to care to research new spells, take a rest, hardly the time to eat and rest.
    I would call doing that slavery.

    800 hectares is is a area of 2x4 kilometres, a single, decent sized island.


    Please notice that the point of some spells is not the game balance now but how interact with reality and how players perceive it. In some settings create demiplane can't exist, doesn't matter how many gold pieces players got. This limitation to magic is not intended just to nerf casters, but to adapt rules.
    Same thing is for magic items, but there are different thread that talk about it so I will not discuss here.
    With rules RAW the best way to balance game is to control characters' wealth (noe I'm playing Eberron and I do this). In this setting mage can use every spell, money is the limit (and it works). This is a campaign where is normal to have characters full of magic gears, when everyone got his cloak of resistance, etc. In a different campaing I can't handle magical gear in this way, but is an important part of game balance.

    I agree with Diego, there are too many prerequisite for certain feats.
    Now I'm playing with this variant, attempting a manouver doesn't provoke, but you do it with a -4. The first feat put off this malus. Except for fighter few classes can afford the amount of feats needed to use various manouver. I'm wondering to give attack power and combat expertise as combat options instead of feats.

    I did some changes to feats (even metamagic) I will translate and post.


    @Diego a few things to consider . . .

    1) I was referring to area there not cubes i.e. 400 10 foot cubes = 4,000 cubic feet.

    2) Actually you don't need 8 hours rest, see the ring of sustanence thread. You can still only recover spells every 24 hours but you only need 2 hours of sleep + 1 to recover spells the rest can be spent casting. So 3 castings of it per day 18 hours worth, 2 hours sleep, 1 hour rememorizing and 3 hours free time. If you want to take the time moving 2* (note I said I didn't because of visitors) that give us an effective 12-24 hour day. 3 castings each 12 hour period since your operating on subjective time as per the game mastery guide for 6 castings per day. Which doesn't even consider hiring another mage or two to cast the spell alongside you if you could find another high enough level one.

    3) That life expectancy is based on a human lifespan, more importantly a human lifespan which assumes the 20th level mage doesn't have spells/potions/items to keep them young and healthy. For an elf, dwarf, life extended lich, potion of youth using mage or house ruled (as in my game) mages live longer (depending on power 2, 5 or 10 times the norm for their race) even 100 odd years isn't that big a deal. An elf isn't even mature till their around that age.

    Assuming your in my game with its house rules (elder races live longer than in the core book e.g. elves can get a couple of millenia naturally). An elf could live over 2,000 years, if its a powerful mage you multiply that by 10 and your looking at 20,000+ in that time you spend a century to get the palace of versaille to live in for the next 18 thousand years. After 2 millenia you decide you want some more room and spend another century doubling the area to 1,600 hectares its not such a burden really. If your an evil lich with eternity to live in as long as some do-gooder adventurer doesn't kill you spending a few centuries making your own private island paradise with plenty of bolt holes could well be worth the investment. "You want my phylactary? Good luck its in a vault, buried in the heart of a maze, in the middle of that mountain which responds to my will.

    4) You can't call it slavery unless I make you do it, if you do it because you want to create your perfect home then its a lifestyle choice. Internal vs External forces.

    Liberty's Edge

    Bob_Loblaw wrote:

    Each trait requires an additional casting. Each time you want to make the spell permanent, you need to spend more money. I guess the issue is how long does "instantaneous" last and I think it's clear where I'm going to go with it but each GM will have to make their own ruling. The plane also is a set size. It does not increase naturally. The 9th level spell costs 22,500 gold to make permanent. You were looking at the 8th level version. That's not a big difference but remember that this plane is 7 times bigger than a Magnificent Mansion. It's roughly 170 shipping containers. Sounds big until you realize that is a very small portion of a cargo ship. The average cargo ship can carry about 7500 demi-planes. That's something that needs to be taken into account.

    No matter how you really rule on this, comparing it (a non-combat spell) to a non-caster's combat ability isn't really a good comparison.

    It's this kind of honest analysis...I know I am at the point of begging now Bob, but I can't convince you to participate in this?

    Silver Crusade

    Liam Warner wrote:


    1) I was referring to area there not cubes i.e. 400 10 foot cubes = 4,000 cubic feet.

    Hmmm.... sure that's 4,000 cubic feet? or 400,000 cubic feet, since a cube, 10 feet on each side, contains 1,000 cubic feet all by itself. (10x10x10, check the math :) )

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