"Devil's Advocate" |
Some stuff I already posted in another thread. I've put it in a spoiler since I already addressed some of it in my previous post.
** spoiler omitted **...
I agree almost comletely with this (though some it it seems a little outdated this time), with the exception that izards (and Int based classes should stick with 2+Int Skills. If everyone gets at least 4+Int, then all your doing is shifting that problem around, and the characters with 4+Int that still need to dump Int (Fighter, Paladin, and Cleric mostly), are still just lagging behind, but now have a motie to dump Int even more than normal.
Off the top of my head, the Wizard and the Witch are the two main culprits that should stay 2+Int for skills, mostly because they already have the fewest needed ability scores to really function. Think of it like the Barbarian's d12 HD breaking the mold as an exception.
AXP_Dave |
Overall, it seems the suggestions are little tweaks versus big changes. I think that is a testament to the relative balance and good mechanics in the game. reading a number of the posts there doesn't seem to be to much consensus on what should be improved upon besides maybe the monk and possibly more skill points for fighters. I think the lack of a resounding "no brainers" might spell no 1.5 for Pathfinder.
David
SmiloDan RPG Superstar 2012 Top 32 |
It would be nice if clerics (or their domains) had capstones. Maybe some bonus feats for channel energy. Maybe tweak domains a bit so they give out some abilities at 1st, 4th, 8th, 12th, 16th, and 20th level, and give them some bonus feats at 2nd, 6th, 10th, 14th, and 18th, some based on channel energy, some based on domains and/or deity specific features.
Da'ath |
We had access to pretty much all the books..[]..bureaucratic organizations and knowing his way around them.
We had access to pretty much all the books. But we were also using the game system for a Mass Effect campaign ..[]..bureaucratic organizations and knowing his way around them.
That completely explains it. I almost think that the saga rules were built with the expectation that the group would "optimize". My players like the roleplay aspect of gaming quite a bit, but also love optimizing their concepts - add to that the noble's buffing ability + Force/Destiny Points, and it was rough to design challenging encounters that didn't just TPK the group.
Da'ath |
It would be nice if clerics (or their domains) had capstones. Maybe some bonus feats for channel energy. Maybe tweak domains a bit so they give out some abilities at 1st, 4th, 8th, 12th, 16th, and 20th level, and give them some bonus feats at 2nd, 6th, 10th, 14th, and 18th, some based on channel energy, some based on domains and/or deity specific features.
I second that.
I had to create a feat to replicate the 3.5 "divine metamagic," but for the channel energy feature instead. Works great, but was annoying when I noticed the complete lack of channel energy support in a meaningful way.
In beta, I fully expected the domains to be less powerful, but fleshed out in a similar manner to the sorcerer bloodlines.
Sellsword2587 |
It would be nice if clerics (or their domains) had capstones. Maybe some bonus feats for channel energy. Maybe tweak domains a bit so they give out some abilities at 1st, 4th, 8th, 12th, 16th, and 20th level, and give them some bonus feats at 2nd, 6th, 10th, 14th, and 18th, some based on channel energy, some based on domains and/or deity specific features.
I asked this very question to James Jacobs a week or so ago, and his response was the only reason Domain abilities only go to 6th or 8th level is book space. There are nearly 20+ domains/subdomains. Already, the domains in the Core book take up more pages than the totality of most classes. Adding more abilities than 3 to each domain would have doubled that number of pages.
I still think that domains, and wizard school abilities for that matter, should be better spread throughout class levels, but I see where the developers are coming from in their decision not to. A supplement expanding domains would be greatly welcome.
Marc Radle |
Things I'd like to see, and I think could be done with a supplement, without needing a new edition :
1) Archetypes or rules that convert memorized caster classes to spontaneous classes (honestly, it's not that hard, but I'd much more like the feel of a spontaneous magus or a spontaneous druid).
I too wondered why there was not a spontaneous druid analog in the game.
In fact, that wondering resulted in New Paths #2: The Expanded Shaman from Kobold Press :)
SmiloDan RPG Superstar 2012 Top 32 |
SmiloDan wrote:It would be nice if clerics (or their domains) had capstones. Maybe some bonus feats for channel energy. Maybe tweak domains a bit so they give out some abilities at 1st, 4th, 8th, 12th, 16th, and 20th level, and give them some bonus feats at 2nd, 6th, 10th, 14th, and 18th, some based on channel energy, some based on domains and/or deity specific features.I asked this very question to James Jacobs a week or so ago, and his response was the only reason Domain abilities only go to 6th or 8th level is book space. There are nearly 20+ domains/subdomains. Already, the domains in the Core book take up more pages than the totality of most classes. Adding more abilities than 3 to each domain would have doubled that number of pages.
I still think that domains, and wizard school abilities for that matter, should be better spread throughout class levels, but I see where the developers are coming from in their decision not to. A supplement expanding domains would be greatly welcome.
Maybe they should separate the CRB into a PH and GMG. That way, they could expand on some class and race features, include more feats and spells, etc., and I could browse the CRB without having the warm up my muscles first!!! ;-)