I just don't understand how casters are better...


Pathfinder First Edition General Discussion

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Couple problems with this.

1) You don't fight single enemies of equal CR. Action economy is too poor to be a real challenge to the party.

2)The Horn devils SR is not an auto win against. Assuming your an elf who got both pen feats, you need to roll a 6 or higher to break. Without those feats (cause there are better ones) you fail on anything lower than a 10. So 45% fail chance.The dragon has one point less SR, so ditto there.

3) Spell perfection is an awful argument. "Casters are best because they are so versatile" vs "I invested a feat to make 1 spell pretty good". Spell perfection is taking the martial approach with your casters, but your "hammer for all the nails in the world" is not infinite use. So you are either prepping a lot of acid fogs (killing versatility) or prepping like 1-3 (burning a feat)

4) Lastly, you don't get to fight devils a lone.


I'm pretty ignorant about such things, but how many times can you do that? If you fight (say) the white dragon then the devil using those tactics - do you have many spells left?


Constructs are Trivial Period

you can't buff most of them

you can kill them with flasks of acid

you can cripple them based upon their poor reflex, fortitude, or will saves

they have poor HP, making Acid splash and Alchemical items a viable sort of damage

thier poor reflex save leaves them vulnerable to grease and pits

thier poor will saves leaves them vulnerable to glitterdust

their lack of a constitution score leaves them with lousy HP and poor fortitude

the only Defenses a Golem has are Bottomless Spell Resistance and Massive DR that can be overcome by an Adamantine Weapon, a +4 Weapon, Clustered shots, cheaply blanched ammunition, and alchemical items

and because of a golem's infinite spell resistance, they cannot be buffed or healed so easily

the True Threat Heirarchy is

Dragons

Good Outsiders

Devils

Other Evil Outsiders

Other Outsiders

Fey

Intelligent Undead

Aberrations

Everything else


Marthkus wrote:
I find that the more interesting out of combat situations require neither spells nor skills to solve. Even the more boring ones like a locked door can be kicked down most of the time.

you've also stated that your group roleplays social encounters without using social skills rolls. So of course you don't see an issue with the fighters out of combat abilities.

You're using your groups interpretation to make a broad statement that isn't RAW true.


Steve Geddes wrote:
I'm pretty ignorant about such things, but how many times can you do that? If you fiht (say) the white dragon then the devil using those tactics - do you have many spells left?

Varies from wizard to wizard, based on intellect, chances to rest, and what spells. There are ways to get around certain limitations such as keeping a wand of keep watch on you, mage's magnificent mansion, or if you really crazy creating a demiplane where time is wonky to let you get a full rest in a minute time in your home plane.

At later levels full casters tend to have more than enough spells in the day to leave some blank to prepare when they want, keep a few for encounters, base utility, buffs, and still have some left over.

Unfortunately its hard to measure because a lot of people play differently, and judging tends to fall on anecdotal evidence. Mine is strongly in favor of the casters being crazy powerful.


MrSin wrote:
Steve Geddes wrote:
I'm pretty ignorant about such things, but how many times can you do that? If you fiht (say) the white dragon then the devil using those tactics - do you have many spells left?

Varies from wizard to wizard, based on intellect, chances to rest, and what spells. There are ways to get around certain limitations such as keeping a wand of keep watch on you, mage's magnificent mansion, or if you really crazy creating a demiplane where time is wonky to let you get a full rest in a minute time in your home plane.

At later levels full casters tend to have more than enough spells in the day to leave some blank to prepare when they want, keep a few for encounters, base utility, buffs, and still have some left over.

Unfortunately its hard to measure because a lot of people play differently, and judging tends to fall on anecdotal evidence. Mine is strongly in favor of the casters being crazy powerful.

Cheers. I actually meant Undone's specific wizard - it sounded like he'd pulled an actual, real example from an ongoing game rather than the usual "typical wizard".

.
Our preference is to have like a dozen or more combats in a day (twenty would be our "goal", I guess though we dont usually make that many). Of those, I'd be aiming for about four 'tough to very tough' fights. I wonder whether that sort of expectation colours one's perspective.


Steve Geddes wrote:
Our preference is to have like a dozen or more combats in a day (twenty would be our "goal", I guess though we dont usually make that many). Of those, I'd be aiming for about four 'tough to very tough' fights. I wonder whether that sort of expectation colours one's perspective.

Twenty!? The game is meant for like, three or four that last three to four rounds each. Twenty could possibly make the life of a caster very boring. You might want to look for alternate RPGs if you do that, ones that tailor to less x/day and more to x/encounter. Those are far easier to balance when your talking about anything from twelve to twenty.


here is a balanced assortment of encounters for a dungeon population designed to be cleared in a 30 adventuring day month

120 fights at EL = APL -4

60 Fights at EL = APL -2

16 Fights at EL = APL +0

12 Fights at EL = APL +2

5 Fights at EL = APL +4


Steve Geddes wrote:

Cheers. I actually meant Undone's specific wizard - it sounded like he'd pulled an actual, real example from an ongoing game rather than the usual "typical wizard".

.
Our preference is to have like a dozen or more combats in a day (twenty would be our "goal", I guess though we dont usually make that many). Of those, I'd be aiming for about four 'tough to very tough' fights. I wonder whether that sort of expectation colours one's perspective.

I can't figure out any circumstances that would call for twenty separate fights in one day. The logistics of that are staggering. I'm really curious how that could ever possibly work.

Hell, I've always objected to the assumption of 4 encounters per day because I can't figure out how to reliably have even 3 each day. I think I average 1, maybe 2.

Twenty? I want to be wrong, but it's sounding like:
"You open the door. There are 6 orcs inside."
"We kill them! Then open the door on the other side."
"Very clever, this one has 6 goblins!"
"Grr! Kill them! Now the next door."
"Uh-oh, 3 orcs and 3 goblins!"

How else...I don't know, trust me, I'm not criticizing, just genuinely confused.

Can you give me a quick rundown of what an average adventuring day is like for you?


The fact that some poeple encounters last for 3-4 rounds do not means that is the norm or something.


MrSin wrote:
Steve Geddes wrote:
Our preference is to have like a dozen or more combats in a day (twenty would be our "goal", I guess though we dont usually make that many). Of those, I'd be aiming for about four 'tough to very tough' fights. I wonder whether that sort of expectation colours one's perspective.
Twenty!? The game is meant for like, three or four that last three to four rounds each. Twenty could possibly make the life of a caster very boring. You might want to look for alternate RPGs if you do that, ones that tailor to less x/day and more to x/encounter. Those are far easier to balance when your talking about anything from twelve to twenty.

I dont really care about balance in an RPG.

I appreciate our game is a long way outside "normal" and I wondered if that was part of the reason casters arent that crash hot. We presumably spend much attention conserving our spells than the average group.


proftobe wrote:
Marthkus wrote:
I find that the more interesting out of combat situations require neither spells nor skills to solve. Even the more boring ones like a locked door can be kicked down most of the time.

you've also stated that your group roleplays social encounters without using social skills rolls. So of course you don't see an issue with the fighters out of combat abilities.

You're using your groups interpretation to make a broad statement that isn't RAW true.

False. You need skills for persuasion. You don't need it for talking your way out of situations.


MrSin wrote:
Steve Geddes wrote:
Our preference is to have like a dozen or more combats in a day (twenty would be our "goal", I guess though we dont usually make that many). Of those, I'd be aiming for about four 'tough to very tough' fights. I wonder whether that sort of expectation colours one's perspective.
Twenty!? The game is meant for like, three or four that last three to four rounds each. Twenty could possibly make the life of a caster very boring. You might want to look for alternate RPGs if you do that, ones that tailor to less x/day and more to x/encounter. Those are far easier to balance when your talking about anything from twelve to twenty.

Well there you have it folks. No shit the caster is better in a 3-4 encounter day. Our level 1 dungeons will have at least 6 encounters.

Yeah if you can burn 20% of your slots for every fight, I'm sure you're buffed out with plenty of utility spells left over.

Jesus people. 3-4 really? That's a light day on the town.


Steve Geddes wrote:
I dont really care about balance in an RPG.

Careful, that statement says a lot. Your not playing like everyone else your going to get a very different result

Marthkus wrote:
Jesus people. 3-4 really? That's a light day on the town.

Well that's the expectation anyway. Your free to break free from it, but the ideal average is what I stated.

I should probably note that 20 encounters in 12 hours is one every 36 minutes. Would a human die of exhaustion from that? That's a lot of stab wounds and trauma and all sorts of nasty business. Not sure how much delving, social encounters, and RP go into that.

Anyways! The important thing was stating the expectations. Being outside of the norm will radically change the game. So sure, in a game with 20 encounters that are 5 rounds in length the x/day casters are going to be radically different than x/encounter with refresh mechanic warblade or the boring full attack guy than they are for those same characters going into 4 encounters four rounds each or one encounter for six rounds.


mplindustries wrote:
Hell, I've always objected to the assumption of 4 encounters per day because I can't figure out how to reliably have even 3 each day. I think I average 1, maybe 2.

In games like this the classes that can nova faster would be stronger.

NOT because there are 2 encounters per day but because the player know that the DM would not put more than 2 encounters.

I am not against one fight per day. I am not against ten fight per day (20 is too much though), I just do not like that the encounters becomes previsible for the players.


I think the game assumes 4~6 encounters per day, depending on what kind of adventure your party currently is. Less than makes casters even more overpowered, and more than that is a logistic nightmare for GMs, unless he recycles encounters. It also stretches the party resources way too thin, unless the GM is holding his punches.

Most encounters do tend to last 4~6 rounds. At higher levels, however, PF suffers with Rocket tag. It's not unusual to see encounters finished in 1 round, with maybe a couple extra rounds of clean up work.

I'd say at low/mid levels, it's about 4 rounds of effective combat and 2 of clean up.

At higher levels, it's usually 2 rounds of effective combat and 2 of clean up, but 1 round of effective combat + 1 round of clean up is not a rare event.


MrSin wrote:
Steve Geddes wrote:
I dont really care about balance in an RPG.

Careful, that statement says a lot. Your not playing like everyone else your going to get a very different result

Marthkus wrote:
Jesus people. 3-4 really? That's a light day on the town.

Well that's the expectation anyway. Your free to break free from it, but the ideal average is what I stated.

I should probably note that 20 encounters in 12 hours is one every 36 minutes. Would a human die of exhaustion from that? That's a lot of stab wounds and trauma and all sorts of nasty business. Not sure how much delving, social encounters, and RP go into that.

Anyways! The important thing was stating the expectations. Being outside of the norm will radically change the game. So sure, in a game with 20 encounters that are 5 rounds in length the x/day casters are going to be radically different than x/encounter with refresh mechanic warblade or the boring full attack guy than they are for those same characters going into 4 encounters four rounds each or one encounter for six rounds.

Ugh. Its such a huge limit to put on narrative not to mention dungeons.

Party: "We can only have 4 encounters a day, because the casters in the group are burning all their spells to make martials feel bad"

DM: "My dungeon has more than 4 rooms. Since none of you played a rogue most of the rooms will have monsters instead of traps. You may catch your breath in the puzzle rooms."

Prty: "We can't live through this."

DM: "Fine dungeon ends after this hallway"


I'm decidely non-mainstream as I'm closer to Steve's description of encounters per day when you're talking about assaulting a fortress/dungeon/hideout for parties in the 8-9th level plus range.
I use a LOT of mooks. Typically I'll just assign what military types would recognize as an 'Order of Battle', and break it into chunks with a defense plan whose quality varies based on the mooks and their leadership. For an example, look up Forgotten Temple of Tharizdun. Lots of old school GMs ran Against the Giants similarly. Essentially you can keep grabbing bite sized chunks until an alarm is raised, at which point the reinforcements/adds/waves/screaming hordes start arriving. The main purpose of traps in this paradigm is to raise an alarm. The overriding goal is to prevent the ownership from being hit by a prepared, buffed force while not similarly prepared. Usually the first time you attack, you can achieve tactical and sometimes strategic surprise, but returns for another bite of the apple will face much more vigilant and prepared opposition (let's face it, nobody can keep everyone at DEFCON 1 indefinitely, readiness will slouch eventually).
But you'll notice very few modern adventures are written like that. Few would give a 12th level BBEG a horde of ogres, for instance, or heaven forbid, a bunch of very low level (like 1st-3rd level) orcish barbarians as mooks. I do though (cheap mooks are actually pretty easy to keep track of, as they can rarely survive a decent full attack and some can't weather even a first tier standard attack).


Marthkus wrote:


Ugh. Its such a huge limit to put on narrative not to mention dungeons.

Party: "We can only have 4 encounters a day, because the casters in the group are burning all their spells to make martials feel bad"

DM: "My dungeon has more than 4 rooms. Since none of you played a rogue most of the rooms will have monsters instead of traps. You may catch your breath in the puzzle rooms."

Prty: "We can't live through this."

DM: "Fine dungeon ends after this hallway"

Ha! And here I am thinking it puts a huge narrative strain to have even as many as 3 or 4.

First of all, I can't imagine a dungeon with one encounter per room. That sounds like madness. There are no empty rooms? No way to avoid fighting? No option but to dutifully kick in doors and kill what's inside before moving on to repeat?

Further, if things are so packed that there's something to do in every room, how do these not spill over? Wouldn't the second room's encounter bleed into the first, so, uh, it's really just one encounter?

If we're talking personal preference here, though, I kind of hate running "dungeons." I think they feel ridiculous and forced. I prefer a natural flow to my game--stuff happens, and the PCs react to it. They fight when it makes sense, and only then. I don't pre-plan them to encounter X monster or clear out Y complex. They just do what they do, and that's the end of it. It's all player guided.

And if you're talking about my personal game, you won't even find full spellcasters for the most part because people I play with hate prepared casting, and are only slightly better with spontaneous. They find the magic system in D&D obnoxious and tedious, and would rather do without. I've been lucky--I have run countless D&D games across all editions without any spellcasters in the party and had loads of fun.

But when I talk about the game formally, when issues like this are brought up, I don't talk from the perspective of my aberrant game. I know I run things differently than normal, differently than what the book expects. I do not pretend what I do is common--I don't say, "Casters suck because my players hate book keeping."

The game is explicitly designed around facing an average of 4 encounters per day with a party consisting of physical muscle, a trapfinder, divine magic, and arcane magic. That is the "given" in this debate--that is the place you have to argue from.

You cannot say, "staying power is super important and awesome and spellcasters are totally balanced because they run out of spells too fast" and then say it's because your game has 50% more encounters per day than you're expected to. You can't say that anymore than I can say that "spellcasters never run out of spells because my game only has 1 encounter per day." The standard expected amount is 4. Period.

And the game expects dungeons to have more than 4 encounters in them, it just expects you to take multiple days to fully conquer dungeons like that. It is fairly typical to venture in, clear some rooms, leave for camp (or find a safe room inside) and rest up before going back to clear some more.


Actually the guidelines are for a daily series of encounters for a typical adventuring day are

4 encounters at EL = APL -4

2 encounters at EL = APL -2

1 Encounter at EL = APL

1 Encounter = APL +2

which averages to equivalent to

5 encounters at EL = APL


Marthkus wrote:

Ugh. Its such a huge limit to put on narrative not to mention dungeons.

Party: "We can only have 4 encounters a day, because the casters in the group are burning all their spells to make martials feel bad"

DM: "My dungeon has more than 4 rooms. Since none of you played a rogue most of the rooms will have monsters instead of traps. You may catch your breath in the puzzle rooms."

Prty: "We can't live through this."

DM: "Fine dungeon ends after this hallway"

Running out of support gets martials killed fast.

That said, by mid levels casters have enough magical power to last for more than 3-4 encounters easily. And if they don't, you can teleport out and come back.

Most of the time, the worst case for leaving and coming back is a prepared enemy and more encounters. That's cool, I like more experience and loot!

Shadow Lodge

Why can't I quit this thread?


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TOZ wrote:
Why can't I quit this thread?

Have you tried "martial/caster disparity" patches or "game balance discussion" chewing gum?

Grand Lodge

THAT WAS A RHETORICAL QUESTION.


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TriOmegaZero wrote:
THAT WAS A RHETORICAL QUESTION.

IT WAS A RHETORICAL ANSWER!

I know that doesn't make sense... But this is the internet, making sense is not required.


MrSin wrote:
Steve Geddes wrote:
I dont really care about balance in an RPG.
Careful, that statement says a lot. Your not playing like everyone else your going to get a very different result

Yeah, of course. I was just responding to your suggestion that I try another game, since it's easier to balance then. I'm not trying to suggest Pathfinder is supposed to have a dozen encounters a day.

I was (and still am) curious about how many of his resources Undone used fighting the dragon and devil he outlined in his example. It occurred to me that maybe the difference in expected number of encounters per day might explain the different experiences.


Hmm, rhetorical questions and answers kind of sums up the thread.


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MrSin wrote:
The game is meant for like, three or four that last three to four rounds each.

It seems odd to me to say that the game is meant to have x number of encounters per day and also to say that (at that rate) casters are unbalanced and much better than martials.

Doesnt that suggest it's 'meant' to have more than x? (ie that if casters had to budget for 8-10 encounters per day then the limitation on their resources relative to martial characters would be a much more relevant factor and the two groups would be more balanced?)


Drachasor wrote:
Hmm, rhetorical questions and answers kind of sums up the thread.

I suspect there are a number of rhetorical lurkers as well.


mplindustries wrote:
Steve Geddes wrote:
Our preference is to have like a dozen or more combats in a day (twenty would be our "goal", I guess though we dont usually make that many). Of those, I'd be aiming for about four 'tough to very tough' fights. I wonder whether that sort of expectation colours one's perspective.

I can't figure out any circumstances that would call for twenty separate fights in one day. The logistics of that are staggering. I'm really curious how that could ever possibly work.

Hell, I've always objected to the assumption of 4 encounters per day because I can't figure out how to reliably have even 3 each day. I think I average 1, maybe 2.

Twenty? I want to be wrong, but it's sounding like:
"You open the door. There are 6 orcs inside."
"We kill them! Then open the door on the other side."
"Very clever, this one has 6 goblins!"
"Grr! Kill them! Now the next door."
"Uh-oh, 3 orcs and 3 goblins!"

How else...I don't know, trust me, I'm not criticizing, just genuinely confused.

Can you give me a quick rundown of what an average adventuring day is like for you?

Well I've never actually counted (and I did say we dont usually get to twenty - that's just a number I pulled out of the air that I thought was about right). Maybe we usually get through 8 and I'd like us to get through a dozen?

.
My favorite game is still a dungeon. I think there should be lots of empty rooms and lots of stories behind it and secrets to uncover, but still I much prefer to be exploring a large, interconnected, indoor areas. Infiltrating an enemy citadel (or something) should involve more than three or four fights and I like the image of doing it in one day, since that's far more what I see in the fantasy novels I've read (where the warriors fight endless hordes of monsters beyond all reasonable physical limits - they dont enter the evil temple, fight a few guardians then retreat for a day).
Quote:

The game is explicitly designed around facing an average of 4 encounters per day with a party consisting of physical muscle, a trapfinder, divine magic, and arcane magic. That is the "given" in this debate--that is the place you have to argue from.

You cannot say, "staying power is super important and awesome and spellcasters are totally balanced because they run out of spells too fast" and then say it's because your game has 50% more encounters per day than you're expected to. You can't say that anymore than I can say that "spellcasters never run out of spells because my game only has 1 encounter per day." The standard expected amount is 4. Period.

Do you think there might be some number of expected encounters at which the two groups are balanced? (Somewhere between 4 and 20 presumably)


No, because Fighters still gonna need healin.


Nicos wrote:
Marthkus wrote:

Party of 4 wizards.

Dies.

Party of 4 fighters

Dies.

*Barring extreme DM fiat

It's like the game is balanced or something...

Party of 4 wizard do not die. With just reverse gravity the golem is not longer a thread, a couple of summon monsters and a couple of raounds later the golem is dead.

or they can just fly away for the golem, I am pretty sure that there a re aot of solution that remove the golem without killing it.

The 4 fighter/martials have to fight the fight, the wizards do not.

by that logic theyre so OP you should never allow them into a game. Problem fixed


There is a sort of "sweet spot" where casters are starting to wind down (but aren't worthless and therefore might push on some more), and still have enough juice to heal and buff for 1-2 more encounters. By my estimate it's around encounter 6 or 7 this might happen, with 7 and 8 or 9 allowing the martials to shine a bit more.

Problem being this isn't the norm, and it's a bit of a slog for everyone involved when there are that many encounters in a day.


Marthkus wrote:

Party of 4 wizards.

Dies.

Party of 4 fighters

Dies.

*Barring extreme DM fiat

It's like the game is balanced or something...

Every time you post you demonstrate how little you understand the game. Leaving aside the fact that a single Golem is a terrible encounter for any group a party of 4 fighters facing, say, a APL+4 Golem almost certainly destroy it assuming even one of them has a weapon that can address its DR which is likely. They might take a fair chunk of damage unless they are archers but it is going to die due to action economy.

A party of casters however will simply ignore it. It simply is not a threat to them after level 9 or so when you can expect them all to be flying all of the time. If for some arbitrary reason they have to go through it then a single summon spell for some Lantern Archons will eventually destroy it at no risk to the party.

Alternatively if you have a direct damage specialist (Admixture Wizard or Crossblooded Sorcerer) then it will fall to a series of Intensified Empowered Snowballs (hello No SR). It doesn't take many 15d6+30 touch attacks to destroy most golems and it is only a level 4 spell slot, 3 if you magical lineage it. The iron Golem has 129HP so that's an average of 2 spells to destroy it.

If you actually want to get creative you can simply have one party member lure it off, trap it behind a wall of force and then leave it be. You will be well past it by the time the Wall ends and being mindless it's not likely to pursue if it can't see you.

As for your comment about Dragons the bestiary 1 Dragons are a joke. The CR19 Ancient Red Dragon has a mighty Reflex defence of +13. It falls to something as simple as a Dazing Chain Lightning about 80% of the time.

Devils and Demons can be trickier tending to have good all rounds saves, SR and a range of resistance and immunities but casters have ways to get around each of those by choosing a spell appropriate to the task. Fighters don't, they have one schtick which they have to try and apply to every task regardless of if it is appropriate or not.


meatrace wrote:
No, because Fighters still gonna need healin.

That's part of what I was thinking if the "expected" number of encounters per day was six or eight or something. The casters may have to devote more resources to keeping the martials alive, leaving them less spells/etc to end encounters (and thus increasing the importance of the martial characters). If they try to go it alone and ignore the martials, they run out of resources around encounter four or five and everyone dies at encounter seven or eight.

In case it isnt clear, I'm not advocating for any change, just wondering how things would be.

EDIT: I find it odd that my iPad spellchecker decided that martials meant materials once and Martians the second time...


OK, I thought I would give Undones challenge a go with an Oracle. For this test I shall be using Sybelle, a rather clumsy half elven Oracle of Lore. Sybelle was born to a human noble family following her mother being seduced by a travelling elven bard. If that wasn't enough she also ended up being chosen by the gods. Even worse it wasn;t a respectable Human God but an Elven one, Yuelral, elven god of magic saw her potential and blessed her with great power.

Sybelle Level 5:
Sybelle
Female Half-Elf Oracle (Lore, Enlightened Philosopher) 5
LG Medium Humanoid (elf, human)
Init +7; Senses low-light vision; Perception +9

--------------------
Defense
--------------------

AC 22, touch 15, flat-footed 17 (+5 armor, +2 shield, +5 Dex)
hp 38 (5d8+10)
Fort +4, Ref +7, Will +7; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Weakness oracle's curses (blackened)

--------------------
Offense
--------------------

Speed 30 ft.
Melee Shortspear -1 (1d6/x2)

Oracle (Enlightened Philosopher) Spells Known (CL 5):

2 (5/day) Hold Person (DC17), Owl's Wisdom, Calm Emotions (DC 17), Cure Moderate Wounds, Flaming Sphere (DC 18), Scorching Ray
1 (8/day) Cure Light Wounds, Murderous Command (DC 16), Remove Fear, Shield of Faith, Identify, Burning Hands (DC 17), Sanctuary (DC 16), Obscuring Mist, Remove Sickness (DC 16)
0 (at will) Guidance, Resistance, Stabilize, Purify Food and Drink (DC 15), Light, Detect Magic, Mending, Create Water, Detect Poison

--------------------
Statistics
--------------------
Str 11, Dex 7, Con 14, Int 13, Wis 14, Cha 21
Base Atk +3; CMB +3; CMD 11

Feats: Noble Scion of War, Skill Focus (Knowledge [arcana]), Spell Focus (Evocation), Spell Specialization (Scorching Ray)
Traits Elven Reflexes, Magical Lineage (Holy Word)

Skills: Bluff +10, Diplomacy +14, Disguise +15, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +11, Knowledge (planes) +9, Knowledge (religion) +9, Perception +9, Spellcraft +5; Racial Modifiers +2 Perception, revelations (lore keeper, sidestep secret)

Languages Common, Elven, Orc

SQ elf blood, mysteries (lore keeper, sidestep secret)

Gear +1 Chain shirt, +1 Buckler, Shortspear, Hat of disguise, Headband of alluring charisma +2, Cloak of resistance +1, Ioun Stone (mulberry pentacle, cracked), 900gp

Level 5:

Quote:
1: A band of orcish slavers has captured an important aristocrat. Your job is to infiltrate and retrieve him without being detected. You're hopelessly out numbered and large scale confrontation is impossible

OK, options here are fairly limited given Sybelle is only level 5 but she is pretty decent at social skills. She speaks orcish, can look like an Orc and is rocking a Diplomacy of +14. That's sufficient to turn any hostile Orc to indifferent by taking 10. Orc average Charisma modifier is -2, the DC for hostile creatures is 25 plus Cha modifier so 23.

That should be enough to get her in poising as an "emissary" of another Clan. Once in she can try and convince the leader that her Clans master wants their prisoner. +10 Bluff is likely to be decent. If not she can look to sow discord and chaos through the camp by quietly hitting random orcs with murderous command to create sufficient distraction to liberate the prisoner.

She probably needs to complete the mission in a day as her lack of Darkvision could cause issues with maintaining her illusion of being an Orc.

Quote:
2: You must raid a crypt (Which turns out to be, shocker full of undead with a golem final boss)

Hmm, this one very much depends on what type of undead. If its just skeletons and zombies then rolling a flaming sphere into as many as possible may work. End boss Golem is pretty much a no go unless they are Ice or Wood, both of which would be vulnerable to her fire spells. She is almost certainly going to hire some muscle before heading into here which with her Diplomacy is probably easier than for others. Level 5 is awkward for anyone to operate purely on their own.

Quote:
3: A group of bandits raid the town in the middle of the night, you've no idea where their camp is and need to stop the raids.

They are attacking at night. Best bet seems to be to try and rally the town's defenders to prepare for the next attack in a seven samurai style. Alternatively she can wait for the next attack, capture one of them with Hold Person, get the town to hold him while she replaces him using her Hat of Disguise. She rides back to the camp with them to find out where they are attacking from and later on sneaks back to town to lead a raid against them when they are not expecting it.


Not worth the trouble.


Quote:

Level 20:

1: Something at sea has been aggressively preventing ships from traveling at a major world port. High level adventurers have been summoned but none have returned. (Turns out to be two krakens)
2: A Solar angel has fallen and now worships asmodeus. He has slain several major devils in hell. Your job is to go down and finish him off before hell's feud spills over onto the material plane.
3: A huge guild of mage hating fighters have been walking around killing innocent wizards. Each has an AMF while their base resides in an AMF that covers 1000 or so feet.

I was going through these various challenges thinking how to address them at each level before I decided it wasn't worth the trouble as it clearly wont be accepted by the "martials are fine camp" regardless of what I posted.

But I just wanted to pick up on this last one about the Krakens. Two Krakens just aren't a credible threat to even a single level 20 spell caster. They make their main attacks at +26. Any moderately optimised caster can easily be rocking around AC41 by that point, more with buffs or if they invest much in it. So most of their attacks miss. Their grab fails as anyone who knows what they are doing has a Ring of Freedom of Movement by the mid teens anyway. Their spell like abilities do nothing and their Will save is +11. Their is no way they are surviving being Plane Shifted to the Elemental Plane of Earth to become curious finds for extraplanar archaeologists in a thousand years time.

For the Solar there is no way I am traipsing all the way through Hell just to get at one idiotic Solar. An orange Ioun Stone and a Death Knell spell gives me +2 caster levels necessary to Gate the Solar directly to me and control it completely allowing me to dispose of it at leisure. If you cant boost your CL for whatever reason then buff to hell, Gate it anyway and then kill it. Much easier than slogging through all those devils.

The third option shouts out contrived nonsense but all those fighters in their AMF's are not immune to having the crap kicked out of them by Called Demons and Devils. Even better their own weapons are now non magical and so no longer penetrate any DR.


andreww wrote:
Marthkus wrote:

Party of 4 wizards.

Dies.

Party of 4 fighters

Dies.

*Barring extreme DM fiat

It's like the game is balanced or something...

Every time you post you demonstrate how little you understand the game. Leaving aside the fact that a single Golem is a terrible encounter for any group a party of 4 fighters facing, say, a APL+4 Golem almost certainly destroy it assuming even one of them has a weapon that can address its DR which is likely. They might take a fair chunk of damage unless they are archers but it is going to die due to action economy.

A party of casters however will simply ignore it. It simply is not a threat to them after level 9 or so when you can expect them all to be flying all of the time. If for some arbitrary reason they have to go through it then a single summon spell for some Lantern Archons will eventually destroy it at no risk to the party.

Alternatively if you have a direct damage specialist (Admixture Wizard or Crossblooded Sorcerer) then it will fall to a series of Intensified Empowered Snowballs (hello No SR). It doesn't take many 15d6+30 touch attacks to destroy most golems and it is only a level en leave it be. You will be well past it by the time the Wall ends and being mindless it's not likely to pursue if it can't see you.

As for your comment about Dragons the bestiary 1 Dragons are a joke. The CR19 Ancient Red Dragon has a mighty Reflex defence of +13. It falls to something as simple as a Dazing Chain Lightning about 80% of the time.

Devils and Demons can be trickier tending to have good all rounds saves, SR and a range of resistance and immunities but casters have ways to get around each of those by choosing a spell appropriate to the task. Fighters don't, they have one...

4 fighters can easily beat the golem too. Golemns are easy encounters.

That doesn't mean both parties wouldn't die a balanced encounter.

Dragons have SR. I don't except spell perfection as a viable tactic because you are trading all that versatility to be good at one spell.


Marthkus wrote:
Dragons have SR. I don't except spell perfection as a viable tactic because you are trading all that versatility to be good at one spell.

Except that there is no trade off. Spell Perfection is one feat. It makes you insanely good with one spell. It requires you to have three metamagic feats. Guess what, you were taking those anyway. Persistent, Dazing and Quicken are the core metatmagic feats for higher level play. It also boosts your other stuff like Spell Focus and Spell Penetration. Guess what, you were taking them as well and they continue to apply to your other spells.

Taking Spell Perfection doesn't magically mean you no longer can cast any other spells or that they become crap.


andreww wrote:
Quote:

Level 20:

1: Something at sea has been aggressively preventing ships from traveling at a major world port. High level adventurers have been summoned but none have returned. (Turns out to be two krakens)
2: A Solar angel has fallen and now worships asmodeus. He has slain several major devils in hell. Your job is to go down and finish him off before hell's feud spills over onto the material plane.
3: A huge guild of mage hating fighters have been walking around killing innocent wizards. Each has an AMF while their base resides in an AMF that covers 1000 or so feet.

I was going through these various challenges thinking how to address them at each level before I decided it wasn't worth the trouble as it clearly wont be accepted by the "martials are fine camp" regardless of what I posted.

But I just wanted to pick up on this last one about the Krakens. Two Krakens just aren't a credible threat to even a single level 20 spell caster. They make their main attacks at +26. Any moderately optimised caster can easily be rocking around AC41 by that point, more with buffs or if they invest much in it. So most of their attacks miss. Their grab fails as anyone who knows what they are doing has a Ring of Freedom of Movement by the mid teens anyway. Their spell like abilities do nothing and their Will save is +11. Their is no way they are surviving being Plane Shifted to the Elemental Plane of Earth to become curious finds for extraplanar archaeologists in a thousand years time.

For the Solar there is no way I am traipsing all the way through Hell just to get at one idiotic Solar. An orange Ioun Stone and a Death Knell spell gives me +2 caster levels necessary to Gate the Solar directly to me and control it completely allowing me to dispose of it at leisure. If you cant boost your CL for whatever reason then buff to hell, Gate it anyway and then kill it. Much easier than slogging through all those devils.

The third option shouts out contrived nonsense but all those...

Krakens are in water. Water elementals should take care of that problem. That or all the other OP water summons that have high stats because most adventures never see a larger body of water than whats in a glass.

The Solar is a single enemy encounter, which is always a bad example. If he manages to get some devil mooks, I would say balanced party is the best approach.

The legion of AMF is slaughtered by the martials. But since the casters are not given their normal role, they probably make a gate above the fortress from the plane of lava and melt the whole thing to the ground. This should cut down on the main force, leaving the martial, the rogue, and the unbuffed cleric an easier fight.


andreww wrote:
Marthkus wrote:
Dragons have SR. I don't except spell perfection as a viable tactic because you are trading all that versatility to be good at one spell.

Except that there is no trade off. Spell Perfection is one feat. It makes you insanely good with one spell. It requires you to have three metamagic feats. Guess what, you were taking those anyway. Persistent, Dazing and Quicken are the core metatmagic feats for higher level play. It also boosts your other stuff like Spell Focus and Spell Penetration. Guess what, you were taking them as well and they continue to apply to your other spells.

Taking Spell Perfection doesn't magically mean you no longer can cast any other spells or that they become crap.

Doesn't make it less dumb. Spell pen feats kind of suck too. I'd rather just use the correct spell than cast the same spell every encounter because I had a need to minmax.


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Marthkus wrote:
Doesn't make it less dumb. Spell pen feats kind of suck too. I'd rather just use the correct spell than cast the same spell every encounter because I had a need to minmax.

You are the one who brings up SR every single time and yet you don't think Spell Penetration is useful. How do you hold those two completely contradictory ideas in your head at the same time without keeling over from the stupidity.


andreww wrote:
Marthkus wrote:
Doesn't make it less dumb. Spell pen feats kind of suck too. I'd rather just use the correct spell than cast the same spell every encounter because I had a need to minmax.
You are the one who brings up SR every single time and yet you don't think Spell Penetration is useful. How do you hold those two completely contradictory ideas in your head at the same time without keeling over from the stupidity.

Because I see casters as buffers and battlefield controllers during high SR encounters. But if you want to trade all that versatility to make 1 silver bullet spell, by all means.

Like was having 1 good spell worth the 3 meh feats it took (I'm not counting dazing meta, that's a nice feat).


Marthkus wrote:
Like was having 1 good spell worth the 3 meh feats it took (I'm not counting dazing meta, that's a nice feat).

If you consider Persistent Spell and Quicken Spell to be meh then you truly don't understand how high level casters work.


Spell pen, spell pen greater and spell perfection are meh feats.


1 person marked this as a favorite.
Marthkus wrote:
Spell pen, spell pen greater and spell perfection are meh feats.

That depends entirely on the campaign, the character, and the class levels.


If you think Spell Perfection is meh then you blatantly don't know what you are talking about. It is quite probably the strongest caster feat in the game and turns any otherwise powerful spell into a potentially un-resistable one.


Kudaku wrote:
Marthkus wrote:
Spell pen, spell pen greater and spell perfection are meh feats.
That depends entirely on the campaign, the character, and the class levels.

Not for Spell Perfection. It is pretty much broken as hell regardless of the campaign you are in.


Steve Geddes wrote:
MrSin wrote:
The game is meant for like, three or four that last three to four rounds each.

It seems odd to me to say that the game is meant to have x number of encounters per day and also to say that (at that rate) casters are unbalanced and much better than martials.

Doesnt that suggest it's 'meant' to have more than x? (ie that if casters had to budget for 8-10 encounters per day then the limitation on their resources relative to martial characters would be a much more relevant factor and the two groups would be more balanced?)

Actually it may mean the game isn't built very well. Its actually a weird assumption when the number of spells you have grows over time, and the rounds per encounter tends to shrink with rocket tag and the like. Casters right at the start also have very few spells, but near the end have a ridiculous number and gold for extra magic too.

Having to have a specific number of encounters for balance and constantly watch on x/day abilities is probably one of the most annoying things about the game to me. I prefer x/encounter to x/day because its harder to run out of steam and just get bored.

Steve Geddes wrote:
meatrace wrote:
No, because Fighters still gonna need healin.
That's part of what I was thinking if the "expected" number of encounters per day was six or eight or something.

How much health you have can be pretty up in the air and dependent on builds and dice rolls. For example; Joe got hit with a string of crits and is near dead, but Jeff wasn't hit once. Jeff is in a much better place than Joe if you aren't healing between encounters, and if Joe has one HP and wants to sit out instead of die the rest of the encounters are probably not balanced against the party. Ideally you artificially heal with wands or healing items between fights though.

So... Anyone else with me on full attack being boring and casters having more problem solving skills available? That's always been the big thing about caster vs. martial to me.

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