
wraithstrike |

As I said later a group of enemies fighting with all the resources at their disposal can easily last 15 rounds. or damn near it.
An optimized group is more than just characters.
@wraithstrike: Level 3. Goblins with Goblin Dogs as the basic foes. The boss encounter is with a Goblin Oracle & Sorcerer led by a Orc Fighter. Boss Battle is CR 7.
First 2 encounters are with some Goblins in an outpost. they are easy encounters.
The next few encounters are against squads of Goblins who use the terrain of their village to force the party to use synergy to win.
When the Party makes it to the Boss Encounter they have to deal with the Oracle & Sorcerer buffing the Orc who is built for dealing and taking damage.
And only the boss fight "might" go 15 rounds.
Many of use also dont use APL+4 until the party is at a higher level.
Those 2 goblins are not lasting 15 rounds. 1 party member can probably kill them by himself.
A smart party will also deal with the casters first once they realize they are casters. If they can find a way to get to them without making too much noise those buffs may never take place. In any event having those summons eat up attacks while the casters are taken down should be the order of things. The fighter should be saved for last.
At higher levels this encounter just gets easier since offense scales faster than AC, and the NPC does not have PC wealth to boost his AC.

Azaelas Fayth |

The goblins come in waves timed for 15 rounds each.
The village is laid out in a Block and Line pattern. The Grenades are used more as a mine. Remember it takes 3 rounds to detonate.
The goblins fight smart but not like a Human would. They let the dogs hold the party off and then ambush the party opening on the first PC they find. If used with even the basic level of aggressive Tactics that animals have you can draw them out to around 15 rounds.
In my case: The first 2 guard patrol encounters were done in 13 & 12 rounds. The other tended to run to around 14-16 rounds. The Boss Encounter lasted 23 rounds with the Oracle going down first then the Sorcerer.
This was with a Dwarves Fighter, Human Rogue, Human Cleric, and Elven Wizard.
The challenge is to get similar or better results with 2 druids and 2 Clerics.
For those who really want to know the Tactics I used for the goblins were that of the Goths when they fought in their camps. This is by no means near the high level of terrain manipulation that is present in a Tucker's Kobolds encounter.
The end HP of the PCs:
Fighter 3
Rogue 1
Wizard 0(even)
Cleric 2
What saved them was the Wizard using a Wand of Infernal Healing.

Adamantine Dragon |

LOL @15 round encounters. I've certainly got better things to do with my time than slog through four hour encounters.
As far as "casters" having any trouble surviving in a party of nothing but casters, heck as long as just ONE of them is a cleric, I'd be more than happy to give it a try.
Four druids would kick the doors down. Four clerics would be virtually unkillable.
Four wizards would have some difficulty with low hit points and lack of healing. However, it may be hard to believe for many players of this game, but wizards actually CAN wear armor and the penalties for wearing armor are not nearly as bad as people assume them to be. So a party of four armor wearing wizards could survive more than many would expect them to.
Four level 1 wizards would likely have 8 level 1 spells in their repertoire. Plus unlimited cantrips and the ability to use normal weapons like bows, swords, slings, staves, etc.
If the wizard party needed to cast two first level spells per encounter (that's a lot for a first level party) then they could handle four encounters per day before running out of spells. Or three encounters plus one encounter where they fire off four first level spells.
That sounds pretty survivable to me. Not guaranteed, not a walk in the park like the druids or clerics would be... but survivable.
And then they hit level 2 and suddenly they've got 12 level 1 spells to get through the day. Then they hit level 3 and they've got 12 level 1 spells and 8 level 2 spells. At that point it's game over for the wizard party. They'll crush the opposition.

notabot |

Eh, my party of murder hobos would kill any goblin warrior as soon as it came into LoS with 1 hit/spell/hex. The last fight might be hard, but honestly I've thrown worse at them (a CR=APL+7, and they finished legacy of fire at level 13 when the the final is supposed to be 15, and I used a CR 20 version of the final boss).
The 15 round waves would translate into 4 rounds of combat (being charitable here) followed by 11 rounds of standing around or search and destroy pattern running.
The boss fight would be a comedy of the fighter getting stuck in Save or Suck hell (complements of the bard and/or witch), while the battle cleric, and ninja slaughters both of the casters in 2 rounds or so (high DPR ability on all of them).

Azaelas Fayth |

This is priceless. Especially given the fact that this camp is based on a Goth Warcamp with Goth Tactics.
There is a reason why Rome fell to an army Half (or less) the size of their army. And the Romans were deemed the most efficient army in all of history. Anyone who really believes that needs was slapped and shown how to fight in tight spaces.

Adamantine Dragon |

Azaelas, as far as I know, Goths never actually fought against enemies capable of making large numbers of Goths fall asleep, be stunned or blinded simply by waggling their fingers and mumbling a few words. So I wouldn't put much faith in Goth tactics vs a party of spellcasters.
You are assuming that the party is going to fight the way you expect them to. If they do so, then your pre-planned tactics might work. But your assumption is like most battle plans, meaning the plan will likely not last long once the battle is engaged.

Vestrial |
Four level 1 wizards would likely have 8 level 1 spells in their repertoire. Plus unlimited cantrips and the ability to use normal weapons like bows, swords, slings, staves, etc.If the wizard party needed to cast two first level spells per encounter (that's a lot for a first level party) then they could handle four encounters per day before running out of spells. Or three encounters plus one encounter where they fire off four first level spells.
That sounds pretty survivable to me. Not guaranteed, not a walk in the park like the druids or clerics would be... but survivable.
And then they hit level 2 and suddenly they've got 12 level 1 spells to get through the day. Then they hit level 3 and they've got 12 level 1 spells and 8 level 2 spells. At that point it's game over for the wizard party. They'll crush the opposition.
Yeah, the first couple of levels are definitely the scariest. But it also happens to be the point at which mundane animals are the most powerful. If they pool their resources they can start with a trained warhorse and two guard dogs (and still have enough coin for one of them to get some armor if they really wanted).
The 150 rounds a day thing is pretty absurd, there's really no reason to argue about it. Take a look at the dozens of APs out there, that's a more accurate representation of the 'typical' adventuring day.

wraithstrike |

The goblins come in waves timed for 15 rounds each.
The village is laid out in a Block and Line pattern. The Grenades are used more as a mine. Remember it takes 3 rounds to detonate.
The goblins fight smart but not like a Human would. They let the dogs hold the party off and then ambush the party opening on the first PC they find. If used with even the basic level of aggressive Tactics that animals have you can draw them out to around 15 rounds.
In my case: The first 2 guard patrol encounters were done in 13 & 12 rounds. The other tended to run to around 14-16 rounds. The Boss Encounter lasted 23 rounds with the Oracle going down first then the Sorcerer.
This was with a Dwarves Fighter, Human Rogue, Human Cleric, and Elven Wizard.
The challenge is to get similar or better results with 2 druids and 2 Clerics.
For those who really want to know the Tactics I used for the goblins were that of the Goths when they fought in their camps. This is by no means near the high level of terrain manipulation that is present in a Tucker's Kobolds encounter.
The end HP of the PCs:
Fighter 3
Rogue 1
Wizard 0(even)
Cleric 2What saved them was the Wizard using a Wand of Infernal Healing.
Waves of goblins are not a CR 1 fight just because you bring them out 2 or 3 goblins at a time so CR 1 fights are still not taking 15 rounds. What you would have are multiple CR 1 fights taking 15 rounds. The rogue most likely has a lower AC than the druid or cleric, and he can't heal himself.
A properly place entangle spell can make things a lot easier for the party of Codzillas.
Now I am curious about how your group plays if they know they are outnumbered, but dont think to reduce the enemy's chances to overwhelm them with numbers.
I still dont see how the goblins and goblin dog are lasting 15 rounds. If the dogs engage in melee they get surrounded and hacked up. They should be dead by the time the goblins engage in melee. If the goblins stay back with ranged attacks then they get attacked in return, possibly charged if there is no difficult terrain. If there is difficult terrain a fighter would also have trouble catching up to them until he crosses the terrain.

Azaelas Fayth |

"The mark of a true "God of War" is the ability to plan for everything including the impossible. As such we are trained to only plan a few steps ahead of our foe. So that in doing so we can adapt to anything they can throw at us. His mistake was placing to much faith in his powers as a God." - Odysseus to Ajax & Achilles, in response to be called a greater Tactician than Ares himself.
I don't pre-plan anything other than starting locations. People are easy to manipulate into traps. All it takes is luring them into over-confidence.

wraithstrike |

This is priceless. Especially given the fact that this camp is based on a Goth Warcamp with Goth Tactics.
There is a reason why Rome fell to an army Half (or less) the size of their army. And the Romans were deemed the most efficient army in all of history. Anyone who really believes that needs was slapped and shown how to fight in tight spaces.
I have no trouble making 4 level 1 characters, and running this simulation online. I know it won't be a 15 round fight to take out 2 goblins, and 1 goblin dog, which is probably closer to APL+1 aka CR 2.

Adamantine Dragon |
4 people marked this as a favorite. |

"The mark of a true "God of War" is the ability to plan for everything including the impossible. As such we are trained to only plan a few steps ahead of our foe. So that in doing so we can adapt to anything they can throw at us. His mistake was placing to much faith in his powers as a God." - Odysseus to Ajax & Achilles, in response to be called a greater Tactician than Ares himself.
I don't pre-plan anything other than starting locations. People are easy to manipulate into traps. All it takes is luring them into over-confidence.
LOL, man I just wish I had the chance to put your messageboard bravado to the test Azaelas. You crack me up.

notabot |

This is priceless. Especially given the fact that this camp is based on a Goth Warcamp with Goth Tactics.
There is a reason why Rome fell to an army Half (or less) the size of their army. And the Romans were deemed the most efficient army in all of history. Anyone who really believes that needs was slapped and shown how to fight in tight spaces.
Eh, post division Rome is hardly what you call the best that Rome had to offer. The good parts of the army were elsewhere, and Valens was hardly a military man.
I hadn't realized that the Romans outnumbered the Goths at Adrianople by that much. The accounts I've read was maybe 25% difference in forces.
Regardless, the goblins that you are detailing are playing light infantry tactics in a confined space. Vs what most likely are superior armed and armored PCs. This is without having significant numerical advantage. My PCs would have little problem dealing with this at 3rd level. Not even hard TBH.

Adamantine Dragon |

Actually this was at Level 3. At least try to pay attention when trying to argue. Especially since level 3 is giving you a pass at the hell you would face at level 1 & 2.
The party of four in my example were heavily optimized. The only enemies that were optimized were the Bosses.
I'd take just about the lamest party of level 3 characters you could imagine and go against this scenario Azaelas. I'd certainly take four level 3 wizards against your Goth Goblins.
Four level 3 druids would probably be more likely to die from laughter.

wraithstrike |
1 person marked this as a favorite. |

I am thinking his players are subpar in their abilities to build and use characters if an APL=CR fight is taking 15 rounds. If a dog holds the "party" off for even 3 rounds something is wrong.
I would like for him to give a round by round account before I am 100% convinced that his players need a class in Tactics 101 and Character Building 101.

AndIMustMask |
2 people marked this as a favorite. |

"The mark of a true "God of War" is the ability to plan for everything including the impossible. As such we are trained to only plan a few steps ahead of our foe. So that in doing so we can adapt to anything they can throw at us. His mistake was placing to much faith in his powers as a God." - Odysseus to Ajax & Achilles, in response to be called a greater Tactician than Ares himself.
I don't pre-plan anything other than starting locations. People are easy to manipulate into traps. All it takes is luring them into over-confidence.
or not describing things, bad perception checks abound, and having access to unlimited waves of intelligent little blighters to kill everyone.

wraithstrike |

Couldn't find any links describing Goth tactics. Anyone got one?
Nope, not that it matters. I dont think this guy has discovered anything that no other poster would have noticed over the past 12 years of the game.
I am still waiting for the details on an APL=CR taking 15 rounds.
One more nondescript post and I am pulling the "T" card.

wraithstrike |

Actually this was at Level 3. At least try to pay attention when trying to argue. Especially since level 3 is giving you a pass at the hell you would face at level 1 & 2.
The party of four in my example were heavily optimized. The only enemies that were optimized were the Bosses.
It won't matter. Two more levels will not give you 15 rounds.

Adamantine Dragon |

TriOmegaZero wrote:Couldn't find any links describing Goth tactics. Anyone got one?Nope, not that it matters. I dont think this guy has discovered anything that no other poster would have noticed over the past 12 years of the game.
I am still waiting for the details on an APL=CR taking 15 rounds.
One more nondescript post and I am pulling the "T" card.
Heh, I've called the "BS" card on Azaelas before. I'd call it here but there's no way to definitively prove anything without actually sitting down and playing the scenario out. Otherwise he will just obfuscate and dissemble until you just get tired of trying to make sense of his comments, and then he'll declare victory.

Azaelas Fayth |

And yet the Goths actually wore bright colours until they went to war in which they wore earth tones. Primarily Green/Grey and Brown.
The Gothic culture in modern times is based on the Goths Funeral decorum. In which black signified death as it was connected to the Raven/Crow. And it is one of the most Asinine things I have seen Humanity Create. Right up there with the American Political Structure.

magnuskn |

15 round encounters? Hahaha. Ahahahah. Hah.
Yeah, those happen when I combine four encounters from an AP into one single big combat and new combatants enter the fray throughout the combat. Otherwise PCs will kill everything in sight in six to ten rounds at the lowest levels ( because they can't reliably hit things yet ) or two to three rounds at high levels.
Seriously, 15 rounds for a standard encounter. Pshshshsh.

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Well to add my thoughts on the wizard sorry to cut through your guys flow I am lovin it. The wizard of PF is far better then 3.5 you dont have to stay as a universal wiz to use all spells you specialize and you can still use the spells of your "forbidden" school albeit at a higher slot and you can get some amazing abilities (evocation being a personal fav.) overall they didnt get a huge buff up but I think the wizards choices make far more since now.
In some cases IMO a specialized wiz makes the sorcerer not needed in a party.

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well the free magic missles come to mind (evoc wiz)they also get bonuses to evoc spells and also get free spells as they lvl up if you build the wiz with a object as there "familiar" then the also get a free spell that they can cast once a day and it doesnt have to be a memeorized one either.
I dont have my books with me im at work so i cant list all the monuses but these are the ones i remember.

magnuskn |

I can tell from my own experience as a GM in two campaigns, that having a Wizard and a Sorcerer ( with the rest of the group being well rounded out ) is hell on wheels for the opposing forces.

wraithstrike |

wraithstrike wrote:Heh, I've called the "BS" card on Azaelas before. I'd call it here but there's no way to definitively prove anything without actually sitting down and playing the scenario out. Otherwise he will just obfuscate and dissemble until you just get tired of trying to make sense of his comments, and then he'll declare victory.TriOmegaZero wrote:Couldn't find any links describing Goth tactics. Anyone got one?Nope, not that it matters. I dont think this guy has discovered anything that no other poster would have noticed over the past 12 years of the game.
I am still waiting for the details on an APL=CR taking 15 rounds.
One more nondescript post and I am pulling the "T" card.
I think he just earned the T card. If he comes back with details someone send me a PM. :)

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So my friends and I started with 3.5 D&D and are not converting to pathfinder. I'm finding Wizards get the absolute least benefit in converting, especially with the sever lack of class skills. I have never and don't plan on it taking cross class skills because I consider it as something my characters would never do. The fact that concentration is no longer even a skill just makes me mad. I got three skills that don't convert over in Deciper Script, concentration and Diplomacy (GM) gave as class skill for background. Is it worth it put those into Knowledges or just ignore the skill points all together?
One. Cross class skills are nowhere near the penalty they were in 3.5 and earlier. Wizards with their intelligence are adequately prepared skill wise. It's assumed that casters spend most of their time mastering their magical skills so they don't have the same amount of time for elective skills that the skill monkey classes have.
Two: Concentration? Again not an issue. Your caster level is your effective "skill level" with a bonus from your spellcasting stat. Need more? there's combat casting and a trait or two that will help.
Trade in Decipher Script for Linguistics. You get much more bang for the buck, and extra languages too.
Take a look at the school powers. UNLIMITED CANTRIP USE (note the UNLIMITED part here), the greater number of feats in general (1/2 levels instead of 3) and you'll see that Wizards never had it so good.

Adamantine Dragon |

Back to the title of the thread...
The only time that Pathfinder wizards are arguably less powerful and more vulnerable than other casting classes is at very, very low levels. I'd say levels 1 and 2, but you might argue level 3. After that wizards are the equal of any caster and by level 7 they are cosmic reality altering demi-gods.
And even then, Pathfinder wizards are significantly more survivable and powerful than 3.5 wizards. They have more hit points, can cast unlimited cantrips and can take archetypes or wizard school specialties that give them options beyond a "pure" wizard.
You can argue, and some have, that wizards received fewer increases and were nerfed more strongly than other casters, but I would argue that the caster class that was beaten and bruised most thoroughly by the nerf bat was the druid. And I play a PF druid that was converted from a 3.5 druid and as much as I miss the awesome powers of 3.5 druids, I am still more than happy with the options, power and flexibility of Pathfinder druids.
At the highest levels wizards probably are still the ultimate power kings of the game. Clerics are probably second, and then you probably have some of the PF specific classes like witch and oracle. Then druid.
Then you have all the non-full casters.

vuron |

The main thing is that most of the auto-win spells present in core have been significantly toned down. Most of the skill replacement spells give bonuses rather than auto-wins vs skill challenges, most monsters are somewhat more resistant to SoL tactics due to significant revisions to the bestiary, etc.
There have been some sketchy spells added in some of the later splatbooks that have brought back in some I win tactics but for the most part the spell list has been somewhat effectively nerfed.
There are definitely some big game changer spells that have been retained and wizards generally have the best access to those game changers (divination, imp invis, teleport, overland flight, etc) but the overall advantage in the spell list is less than was present in 3.5.
In return the wizard got a bunch of nice bonuses especially related to improved durability as ability scores are generally higher, improved HD, and some at-will casting of cantrips.

Kimera757 |
Ok, let me ask something in all honesty here. If every class has a role to play in determing party success over the course of that party's careers, what is actually the fundamental problem with a single class.
By that, what i mean to ask is that if each class contributes in different ways, is that not what makes for a great dynamic between players and their characters?
It should. However, there's a few issues:
1) Every class should have been balanced at all levels. This is clearly not the case. Wizards are weak at very low levels, they are murderous at higher levels. Campaigns don't always start at level 1, and a dead or simply new PC can start at higher level anyway.
2) Often classes contribute in similar ways. Rogues, wizards and fighters, and buffed clerics, can all compete to do more damage. Sometimes their methods vary (wizards are better at AoE damage, fighters better at single target damage) but sometimes a class can use "cheese" to bump its abilities in a way that another class cannot. (If a wizard finds a way to continuously do really high damage, that overcomes their penalty of not having continuous "free" damage.)
3) Spellcasters can do the "outside context" problem. A wizard who turns invisible and blasts enemies from far away can "own" any encounter that doesn't use appropriate magic. Most of the magic methods of resistance (eg See Invisible) only work for one character (usually the caster) or don't have enough AoE (Invisibility Purge). The Stealth/Perception rules make finding an invisible character really atrocious. And that's just one area where spellcasters shine.
4) It's just easier to cheese a caster. In our last Kingmaker session, one player decided to play a new caster (starting at 9th-level like the rest of us). We all knew he would do this, but he didn't post his character ahead of time. He used just core rules and only made one error. Since he had taken Craft Wondrous Item he assumed he could make all his gear, which meant he had too much. The only real difference is he had a +6 headband of intellect instead of a +4, giving him a save DC boost of 1 point more than it should have been. Given the cheesiness of the character, this wasn't particularly relevant. Also, it seems all Pathfinder stat boost items can be made at 8th-level; I don't see how it's good for the game that you can make a +6 item at 8th-level.
Now, the broken part. We're using the "standard" 20 point buy, which is roughly equivalent to 32 point buy in 3.5. So instead of starting with an Int score of 15 as expected in early 3.x*, and not having access to mental stat boost races in the core rules, you can easily get a 16 or 17 or even an 18 before racial stat boosts. Elves get a +2 to Int, which they didn't get in 3.x. The PC started with an 18 Int, got a +2 for being an elf, then another +2 for level boosts, and a +6 item, so Int 28 (save DC 10 + spell level), dropped to 18 + spell level due to the rules error mentioned above. His Hideous Laughter spell took on a higher-level boss by himself, and said boss couldn't make the extra saves, despite being a cleric with a high Will save. That was a ruined encounter right there. Some of the save DCs could have been even higher had the player known about the Spell Focus feat.
That's on top of how OP Mirror Image became. I'm seriously disappointed in that, it used to be such a great and balanced spell.
This is a party with a (until then) overpowered barbarian (armored hulk) alchemist (ragechemist) who never misses anything weaker than an iron golem (and even then only about half the time) and has reach due to alchemy cheese. This due almost solely to the DM's decision to let us play anything.
Obviously this is a player problem, but it's perfectly legal in the game rules. I could make a high-level fighter who fish-crits with a vorpal scimitar and not be as cheesy.
*No one ever followed that "rule", causing me to wonder about 3.0 playtesting, and the attempted balance that came about later on. The stats come from Enemies and Allies, and also the NPC charts in the back of the DMG 3.0 and 3.5. A starting 15 is pretty reasonable under 3.x 25 point buy rules, which I think is 15 point buy in Pathfinder.
I love playing wizards, it is just what i enjoy playing as a preference. People love playing clerics, rogues etc. As a wizard, in character, i have to acknowledge, no more than that, i have to owe my success as a powerful spellcaster to the melee types for protecting my fragile little self until i get to the point of reasonable self-sufficiency.
Once you get to that point, you have much less need of protection. I used to think Mirror Image was a balanced spell (avoids low AC, avoids targeted spells, but can be countered just by shooting arrows at it so you don't need to be a caster) before I discovered how the AC -5 mechanic works in play. (We accidentally used the 3.5 rules until recently, which had mirror image AC at 10 + size + Dex, so in short attacks automatically remove images.) It was taking several rounds of coordinated fire to drop those mirror images, requiring the DM to essentially target and try to murder the wizard PC in order to simply negate one spell.
A GM should be allowing for varying types of encounters that allow certain classes to shine. Not everything needs to be an encounter that my wizard can hurt or control, just like not every encounter needs to be set up that always allows for a Rogues backstab bonus. These are just a few examples only so please keep that in mind.
They should be, but DMs run into the problem that some classes are simply harder to deal with than others (so an encounter that favors, say, fighters over wizards seems like an obvious nerf rather than a genuine battle plan an NPC may have come up with), and DMs aren't being taught these skills in the DMG (equivalent) or in modules. Modules tend to do the opposite.
D&D 3rd Edition and Pathfinder are, IMO, by far the hardest edition of D&D to run. AD&D and 4th Edition are both much easier.

Vestrial |
1 person marked this as a favorite. |
stuff
1) Why 'should' they? I think this whole obsession with balance is entirely due to mmos. I really don't remember there being such an outcry over balance back in the day, and it was far, far worse. In literature, powerful wizards are scary, immensely powerful things. Novice wizards, not so much-- they are basically commoners who have some innate potential, but can't do much of anything yet. Trying to establish this perfect balance across the entire level spectrum is one of the biggest faults of 4e.
Numerical balance shouldn't be the goal imo. The goal should be classes that are compelling to play, and for the most part they succeeded-- Not everyone that sits at a table wants to play a wizard. Some even want to play bards. This isn't to say that some of the classes couldn't use some love, or that math should be completely neglected, but the pursuit of perfect balance should really not be the goal.

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@Kimera757:
Wait a minute, PF rules no longer hold that an items bonus to a stat, INT for example, is bonus * 3? In other words, i believe 3.5ED made it so that a stat boosting item followed this progression:
+1= 3rd level
+2= 6th level
+3= 9th level
+4= 12th level
+5= 15th level
+6= 18th level
That's no longer the case? I agree, if the rules changed that drastically, that's a problem. At best, 8-9th level characters should be around the +3 range with +4 for around 12th. My only other option at that point would be to simply inform the player that his/her character level is insufficient for that powerful an item.

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Kimera757 wrote:stuff1) Why 'should' they? I think this whole obsession with balance is entirely due to mmos. I really don't remember there being such an outcry over balance back in the day, and it was far, far worse. In literature, powerful wizards are scary, immensely powerful things. Novice wizards, not so much-- they are basically commoners who have some innate potential, but can't do much of anything yet. Trying to establish this perfect balance across the entire level spectrum is one of the biggest faults of 4e.
Numerical balance shouldn't be the goal imo. The goal should be classes that are compelling to play, and for the most part they succeeded-- Not everyone that sits at a table wants to play a wizard. Some even want to play bards. This isn't to say that some of the classes couldn't use some love, or that math should be completely neglected, but the pursuit of perfect balance should really not be the goal.
I tend to agree. I started my 2ED days as a fighter and never looked back. It wasn't until 3.x that i even considered playing a wizard. You can't approach PF and games like it with the idea of MMO balance. One reason i disliked 4thED was that it felt like a book form MMO without the monthly subscription. Everyone has preferences for what they enjoy playing and great, roll with it.
I wouldn't be overly enthusiastic about balancing to the point that everyone is doing roughly the exact same amount of damage or healing. That smacks of a very boring game where the Ranger with a bow does the same damage as a Rogue who does the same damage as a fighter all the time as examples.

MacGurcules |
1 person marked this as a favorite. |
In response to Kimera, as a point of fact, the stat boosting items in Pathfinder are all Caster Level 8, but that doesn't mean you need to be 8th level to craft them. That's the level at which they manifest their relevant abilities for the purposes of determining duration, strength, resistance to dispel magic, etc.
You can actually craft them as soon as you can cast the necessary spell and make a item CL+5 Spellcraft check. So in the case of the various headbands and belts, that would be level 3. The real limitation, as usual for gear, is accumulated wealth. For a level 9 character using the base wealth guideline, he'd have to spend over a third of his money to get craft a +6 headband/belt. Is that unreasonable? Maybe not, but I could think of a lot more useful places to spend the 10,000 gp difference between that and a +4 headband.