What's with the lack of respect for martials?


Pathfinder First Edition General Discussion

451 to 500 of 575 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Justin Rocket wrote:
MrSin wrote:
Justin Rocket wrote:
I've never understood this whole "flying trumps all" idea. How high are the roofs in your dungeons and caves?
Its not so much that flying trumps all, as it is that having it while fighting something doesn't can allow you to dominate. That said, not every game takes place in caves/hallways that are 10 feet high.
So, there's plenty of time when someone who can tank, but can't fly will be essential to the party.

There is never a time when the inability to fly is essential. Having flight or overland flight running does not render a magus unable to stand on the ground any time the DC to hover is high enough to not be an auto-pass or the wind speed is high enough to make flight itself hazardous.


Lord Twig wrote:


So what you are saying is that the wizard is casting fly on himself every single encounter? I thought he was just flying all day? Your argument is starting to fall apart here. Winged Boots, Winged Shield and Celestial Armor exist for a reason. They are limited to how many times they can be used, but so is the wizard. I don't know what kinds of games your playing, but most (all?) APs assume you will be on the ground the majority of the time.
It's called Overland Flight, lasts hours per level. No wizard past level 9 ever need set foot in a dungeon, they don't set off pressure plates or leave footprints or make footsteps to alert monsters. You're right, most APs assume you're on the ground which is why not being on the ground is a good way to bypass/overcome challenges
Lord Twig wrote:


I was talking about what a fighter does to counter invisibility. If we are talking about monsters then you have to add things like scent, blindsense and blindsight. Trying to walk invisibly through a dungeon has never worked out that well for any group I have ever played in. If you never fight anything that can detect invisibility then of course it will seem over powered.
Yes, if something can detect you as invisible you MIGHT have to fight it. And by fight I mean cast one or two spells tops to bypass it.
Lord Twig wrote:

So every PC is a caster, and every PC goes before the enemy every single time. Got it. Sure, four Color Sprays will pretty much guarantee that those hit will fail at least one of them, but I don't buy that the bad guys will never get to go first. I also don't buy that you will be able to hit them all with all four Color Sprays, or even two or three if the terrain is difficult or the bad guys come in waves. Plus all they have to do is close their eyes to be immune. Do your opponents ever close their eyes?

So I guess if your DM always throws softballs your way and doesn't play the bad guys intelligently, then yes, casters are unbeatable.

Mind you I am not even saying that casters aren't better than martials in many respects. I agree that they are. I just don't see the problem being as big as some here make it out to be.

It's called delay action. You don't have to go before the bad guy, just between the guy color spraying and the bad guy. You "don't buy" that a party of 4 casters can get a 1st level encounter in 4 color sprays? I can only imagine your DM throws hundreds of monsters at you each encounter, instead of 4 or 6 as per usual.

If YOUR DM didn't softball you, you wouldn't be able to play a martial past 10th level without crying.


Artanthos wrote:
Fighters have as many build options as the player chooses, and they can be campaign altering.

Your kidding right? They have as many as the system gives them, which isn't that much.


1 person marked this as a favorite.
Artanthos wrote:
MrSin wrote:
Artanthos wrote:
All classes are competent on their own. The only difference is the specific solution they bring to the problem.
Well that's a blatant lie.

Only if you lack system mastery.

If you cannot figure out how to build a competent character of any class, post a topic in the advice section.

I'm sure somebody will help you.

Your being insulting. Stop that. Stop being a jerk.

Your entire assumption is based on the system giving a large number of viable options, and balanced classes, and several other things dependent on the system and no at all on the player. Its an assumption and its wrong.


Artanthos wrote:
andreww wrote:
Fighters get very few and they are mostly feats which have very limited effect.

You are incorrect.

Fighters have as many build options as the player chooses, and they can be campaign altering.

Celebrian has a great deal of versatility, in and out of combat.

Not really. He brings only three skills, Disable Device, Diplomacy and Perception and none of them are terribly impressive for level 20. All are also probably being done better by a character who has a focus on Charisma, Dex or Wisdom.

Beyond that he can Fly. Excellent you are level 20, if you aren't flying all of the time you are definitely doing it wrong. Your AC is very high which is nice but AC matters less and less at higher levels as the higher CR opponents are full of outsiders and dragons with access to extensive spells.

Which is a bit of a problem for you. Dual wielding means no Rod of Absorption which is pretty crucial at high level unless you are a Paladin or Oracle. Your Will save of 13 is screaming out to be exploited and given you are a heavily armed warrior that is what you are going to be targeted by. Yes you have the Spindle in the Wayfinder but that only protects against a fairly narrow band of Will saves.

You do have UMD and a bunch of scrolls which is certainly handy BUT you are paying money for those scrolls, they are being cast at minimum Caster Level (unless you pay even more money) and their DC's are terrible making them awful for any spell which allows a save. They are great for dropping buffs around but are nowhere near close to giving you the versatility of an actual real caster.

Overall it looks like a reasonably competent character but with a rather crippling weakness. Not much in the way of versatility though.

Scarab Sages

meatrace wrote:
It's called delay action. You don't have to go before the bad guy, just between the guy color spraying and the bad guy. You "don't buy" that a party of 4 casters can get a 1st level encounter in 4 color sprays? I can only imagine your DM throws hundreds of monsters at you each encounter, instead of 4 or 6 as per usual.

Sure, 4 casters can take a CR1 encounter out in 1 round with 4 color sprays.

And four barbarians can take that same encounter out in 1 round with greatswords. Unlike the wizards, they are do not need to expend resources and don't have to hope their opponents stood together in a cluster.


1 person marked this as a favorite.
Lord Twig wrote:


He was saying that a wizard would be flying all day, but doesn't specify how. If it is just one spell then it would be just one spell to cast on the fighter (or whoever) as well. If he has to cast it for every single encounter for the fighter then he would have to be casting it for himself for every encounter as well. The problem is he is saying that it is trivial to get himself to fly all day then turning around and claiming it is a huge burden to cast it on the fighter. It is disingenuous.

As for spending resources to fly. The fighter spends money on Winged Boots, the wizard spends money on his spellbook. Sorcerers just fly for free. That's the way it goes.

I wasn't trying to be insulting with the softball comment. But an entire dungeon (or series of encounters) filled with ground bound creatures that have no ability to detect invisibility is softball. We are talking about a level where the caster can summon 1d4+1 lantern archons with one spell. There is no getting around that. It is absolutely a problem with the campaign design and not a problem with wizards or fighters or anything else.

So how big is the problem? Well fighters aren't worthless, they are still valuable members of a party. Druids are probably overpowered, along with the (non-core I will point out) oracle, summoner and others. The...

It's called overland flight, and the fact that you aren't even aware of it as a spell speaks volumes as to your lack of system mastery. It's no surprise, then, that you think fighters are just fine. You are living in willing ignorance of how well and truly effed fighters are.

It is personal range spell, and thus a wizard can't cast it on a fighter. Even if he could, why should he? There's no reason to bring the fighter with to begin with.

Personally, I agree with the softball sentiment. An entire series of encounters that are on the ground is softball. And that's also part of the point: you have to play nice and put up encounters that can be beaten by a big stick or else the fighter feels useless. In most cases, doing HP damage is a substandard shtick.


Artanthos wrote:
meatrace wrote:
It's called delay action. You don't have to go before the bad guy, just between the guy color spraying and the bad guy. You "don't buy" that a party of 4 casters can get a 1st level encounter in 4 color sprays? I can only imagine your DM throws hundreds of monsters at you each encounter, instead of 4 or 6 as per usual.

Sure, 4 casters can take a CR1 encounter out in 1 round with 4 color sprays.

And four barbarians can take that same encounter out in 1 round with greatswords. Unlike the wizards, they are do not need to expend resources and don't have to hope their opponents stood together in a cluster.

Actually, no.

I'm not saying 4 color sprays, I'm saying 1 MAYBE 2. The 4 was only in response to Lord Twig insisting that there's NO WAY an entire encounter worth of monsters would all fail their save. Because, like, CR 1 and lower creatures are notorious for their amazing Will saves.

At level 1, without cleave, no Barbarian is going to be taking out more than one creature a round with their action. Color spray, optimally, takes out 6. In all likelihood, unless the DM has them spread out like crazy, you're going to get 2-3.


slade867 wrote:
meatrace wrote:

Yes, someone flying in the sky isn't being a melee combatant.

In cast you missed it, that is my point. Being a melee combatant is not a useful skill when you don't need it to overcome challenges! You keep thinking that you do.

Let's back up a step. In a more traditional party, what do you think is the "purpose" of melee combat?

Not really sure what you're asking.

I imagine that in a more traditional party the "purpose" of melee combat is to overcome monster challenges by attacking the monster's strength: hit points.

It is foolish to attack a monster's strength.


Renitent Rover wrote:
If you need the martial, then let him do the job that no one else does better. Druids, summons and eidelon can all hold the line...but not better than a martial can. And most of your favored options have some out of combat versatility that is hard to match with a martial, but a good player can build in same versatility to his martial as well.

This just isn't true. Holding the line is a matter of size and reach more than damage or durability. If you can't line up enough threatened squares to block a choke point or create a threat bubble around whatever you're protecting enemies can just go around you.

Eidolons can be huge with 30' reach using a polearm and natural attacks to 15' for a total threatened area of 75'. It can hold a line that would take 3 polearm fighters.

Druids can get up to 60' reach with the quickwood which on top of the 15' footprint of a huge creature lets them threaten across a 135' "choke point," or 45' just as a huge animal or elemental.

Clerics have Righteous Might to become large for a 60' footprint using a reach weapon.

Summons, well, summon monster or summon nature's ally can produce multiple bodies and start getting monsters with 45' threat diameters at 5th level. That's a lot harder to circumvent than a fighter or two.

Scarab Sages

andreww wrote:
Artanthos wrote:
andreww wrote:
Fighters get very few and they are mostly feats which have very limited effect.

You are incorrect.

Fighters have as many build options as the player chooses, and they can be campaign altering.

Celebrian has a great deal of versatility, in and out of combat.

Not really. He brings only three skills, Disable Device, Diplomacy and Perception and none of them are terribly impressive for level 20. All are also probably being done better by a character who has a focus on Charisma, Dex or Wisdom.

You missed a few skills, including a very important one.

And the point is not succeeding on every check on a 2+, the point is being skilled enough to have a reasonable chance of success. A +26 beats a DC36 without rolling the dice and allows a chance of success into the DC40 range. Not a common occurrence in published AP's. Higher than that, and the DM is saying only a min/maxed specialist need apply.

Quote:
Beyond that he can Fly. Excellent you are level 20, if you aren't flying all of the time you are definitely doing it wrong. Your AC is very high which is nice but AC matters less and less at higher levels as the higher CR opponents are full of outsiders and dragons with access to extensive spells.

I'm sure that if you inspect the sheet more closely you'll find her solution to spells.

Quote:
Which is a bit of a problem for you. Dual wielding means no Rod of Absorption which is pretty crucial at high level unless you are a Paladin or Oracle. Your Will save of 13 is screaming out to be exploited and given you are a heavily armed warrior that is what you are going to be targeted by. Yes you have the Spindle in the Wayfinder but that only protects against a fairly narrow band of Will saves.

You focus so much on singular solutions that you miss when people use an alternate solution. It is there, and works better than a rod of absorption.

Quote:
You do have UMD and a bunch of scrolls which is certainly handy BUT you are paying money for those scrolls, they are being cast at minimum Caster Level (unless you pay even more money) and their DC's are terrible making them awful for any spell which allows a save. They are great for dropping buffs around but are nowhere near close to giving you the versatility of an actual real caster.

They were paid for out of WBL and any encounter that forces their usage will generate more than enough to replace expended resources.

I don't claim the versatility of a full caster. I claim the versatility to adapt to nearly any scenario and come up with a reasonable solution.

You want to have overwhelming martial capability and full spellcasting capabilities in the same class. You cannot have it both ways. All classes have strengths and weaknesses, player skill comes in learning how to take advantage of one while minimizing the second.

p.s. Your rod of absorption is a very expensive consumable. Far more than I spent on scrolls.

Quote:
Overall it looks like a reasonably competent character but with a rather crippling weakness. Not much in the way of versatility though.

If you looked a little deeper you would would find solutions in place on the character.

But there is nothing anyone can post that will convince people their preconceptions are wrong.


Rather than obfuscation, why don't you just tell us this amazing secret solution you have?

Scarab Sages

meatrace wrote:
Artanthos wrote:
meatrace wrote:
It's called delay action. You don't have to go before the bad guy, just between the guy color spraying and the bad guy. You "don't buy" that a party of 4 casters can get a 1st level encounter in 4 color sprays? I can only imagine your DM throws hundreds of monsters at you each encounter, instead of 4 or 6 as per usual.

Sure, 4 casters can take a CR1 encounter out in 1 round with 4 color sprays.

And four barbarians can take that same encounter out in 1 round with greatswords. Unlike the wizards, they are do not need to expend resources and don't have to hope their opponents stood together in a cluster.

Actually, no.

I'm not saying 4 color sprays, I'm saying 1 MAYBE 2. The 4 was only in response to Lord Twig insisting that there's NO WAY an entire encounter worth of monsters would all fail their save. Because, like, CR 1 and lower creatures are notorious for their amazing Will saves.

At level 1, without cleave, no Barbarian is going to be taking out more than one creature a round with their action. Color spray, optimally, takes out 6. In all likelihood, unless the DM has them spread out like crazy, you're going to get 2-3.

If your DM is having the entire encounter stand in a cluster, I can see where the problem is.

It's not the wizard.


Artanthos wrote:


You missed a few skills, including a very important one.
And the point is not succeeding on every check on a 2+, the point is being skilled enough to have a reasonable chance of success. A +26 beats a DC36 without rolling the dice and allows a chance of success into the DC40 range. Not a common occurrence in published AP's. Higher than that, and the DM is saying only a min/maxed specialist need apply.

You're also level 20, which is much higher than most published APs go.

I'm curious to see what you looked like at level 10 or 12 or 14.


Artanthos wrote:


If your DM is having the entire encounter stand in a cluster, I can see where the problem is.

It's not the wizard.

You seem to be making the argument that EVERY encounter with EVERY monster, each monster needs be standing 30 feet apart. Which is absurd.

In the specific encounter to which I am referring, one that I played not 4 weeks ago, we forced the enemy to bunch up through tactical retreat. Then I got 3 guards and 2 dogs with a single color spray. Leaving 4 MORE guards for the melee to deal with. I dealt with 5/9 threats in one action. It took about 8 more rounds for them to take out the guards, and a fair amount of healing.

But I digress. No, the problem with your argument is that for wizards to NOT be useful, you have to assume no two monsters even stand within 30 feet of one another. Or, later on, 80 feet.

Scarab Sages

meatrace wrote:
Rather than obfuscation, why don't you just tell us this amazing secret solution you have?

Which one?

The clear spindle ioun stone or the option to toss up an AMF?

I should probably add a few scrolls of Call the Void next time I revise her.

Digital Products Assistant

No posts have been removed, but this is a reminder: please dial back the hostility when posting on paizo.com.


I wonder if MrSin will come in and let us know who it is that is being insulting now?

I answered the question on how to fix fighters, and martial characters in general. Not a perfect answer, but a suggestion I guess. Now I am interested in hearing what meatrace has to say. What is his solution to the caster/martial disparity?

I mean, there are quite a few people here that thing fighters are subpar (I'm one of them), but meatrace seems to have a particular loathing of the iconic class. Or is it just the fighter's defenders you dislike?

So how about it? How do you fix fighters? Keep in mind that this is supposed to be a mundane class.

Scarab Sages

meatrace wrote:
Artanthos wrote:


If your DM is having the entire encounter stand in a cluster, I can see where the problem is.

It's not the wizard.

You seem to be making the argument that EVERY encounter with EVERY monster, each monster needs be standing 30 feet apart. Which is absurd.

Much less absurd than assuming every encounter has all npc's standing within the AoE of a Color Spray.

Not even taking into account positioning of other players keeping you from casting optimal AoE's.


gustavo iglesias wrote:
Renitent Rover wrote:
If you need the martial, then let him do the job that no one else does better. Druids, summons and eidelon can all hold the line...but not better than a martial can.

A druid doesn't need to do the "tank" job "better" than a fighter. If he does it equally well, it's already a much better character.

See again the Flash vs Superman comparison. Superman does NOT run faster than Flash. But he doesn't need that to be much more powerful. He run just AS fast as Flash. But he is nigh invulneerable, ultra-strong, can fly, obliterate things with eye-beams, have super-senses, and can freeze a lake by blowing at it. Running faster than Flash would be overkill, wouldn't it?

flash can also leave this reality behind for others if he runs fast enough. Vibrate theough molecules and resolidify (which coukd technically kill superman, but thats quite a technicality- it would kill flash as well). As well as do a lot of other power stunts with speed that superman can't (for some reason). Read more flash. Once he gets going superman really cant touch him.

Scarab Sages

meatrace wrote:
Artanthos wrote:


You missed a few skills, including a very important one.
And the point is not succeeding on every check on a 2+, the point is being skilled enough to have a reasonable chance of success. A +26 beats a DC36 without rolling the dice and allows a chance of success into the DC40 range. Not a common occurrence in published AP's. Higher than that, and the DM is saying only a min/maxed specialist need apply.

You're also level 20, which is much higher than most published APs go.

I'm curious to see what you looked like at level 10 or 12 or 14.

Level 5

Level 10
Level 15

As you wish.


Artanthos wrote:
meatrace wrote:
Artanthos wrote:


If your DM is having the entire encounter stand in a cluster, I can see where the problem is.

It's not the wizard.

You seem to be making the argument that EVERY encounter with EVERY monster, each monster needs be standing 30 feet apart. Which is absurd.

Much less absurd than assuming every encounter has all npc's standing within the AoE of a Color Spray.

Not even taking into account positioning of other players keeping you from casting optimal AoE's.

OK, I'm asking nicely now, please actually read my posts before responding. It's getting rather irritating to have to defend your straw men.

I never said all monsters in the AoE, I'm saying that, by going first and through tactical movement, it's very unlikely you'll be able to get less than 3 in a typical encounter setup.

I finally got my Friday group to play all casters, except one guy playing a rogue. We have been absolutely mopping up every encounter, with the rogue unable to hit well over half the time. And we're not even near optimized!


Freehold DM wrote:
flash can also leave this reality behind for others if he runs fast enough. Vibrate theough molecules and resolidify (which coukd technically kill superman, but thats quite a technicality- it would kill flash as well). As well as do a lot of other power stunts with speed that superman can't (for some reason). Read more flash. Once he gets going superman really cant touch him.

Which flash, batman, superman, and justice league are we talking about and by what author? Super hero anologies are weird because the iconics have changed a lot since 1st ed. Which one are we on now anyway?


meatrace wrote:
Artanthos wrote:


If your DM is having the entire encounter stand in a cluster, I can see where the problem is.

It's not the wizard.

You seem to be making the argument that EVERY encounter with EVERY monster, each monster needs be standing 30 feet apart. Which is absurd.

In the specific encounter to which I am referring, one that I played not 4 weeks ago, we forced the enemy to bunch up through tactical retreat. Then I got 3 guards and 2 dogs with a single color spray. Leaving 4 MORE guards for the melee to deal with. I dealt with 5/9 threats in one action. It took about 8 more rounds for them to take out the guards, and a fair amount of healing.

But I digress. No, the problem with your argument is that for wizards to NOT be useful, you have to assume no two monsters even stand within 30 feet of one another. Or, later on, 80 feet.

Ten feet apart (two squares between them) would be more than enough to prevent Color Spray from being effective, but whatever.

So apparently you do play with people that play martial characters. Did you spend those 8 rounds insulting their system mastery and telling them they are wasting slots in your party by bringing non-casters? That is what you are doing in this thread, so I have to wonder if it bleeds over into your face-to-face games.


Lord Twig wrote:

I answered the question on how to fix fighters, and martial characters in general. Not a perfect answer, but a suggestion I guess. Now I am interested in hearing what meatrace has to say. What is his solution to the caster/martial disparity?

I mean, there are quite a few people here that thing fighters are subpar (I'm one of them), but meatrace seems to have a particular loathing of the iconic class. Or is it just the fighter's defenders you dislike?

So how about it? How do you fix fighters? Keep in mind that this is supposed to be a mundane class.

I don't hate fighters, I just think they're a poor class. I like playing martial characters, though typically Magus or Barbarian. Barbarian is a heckuva lot of fun!

I don't know if there is a solution. The best I've come up with so far is: play E6. Which I intend to. Next summer.

Scarab Sages

Lord Twig wrote:


Ten feet apart (two squares between them) would be more than enough to prevent Color Spray from being effective, but whatever.

This matches my play experience.

Opponents tend to separate and go after different targets, not cluster together.


meatrace wrote:
Lord Twig wrote:

I answered the question on how to fix fighters, and martial characters in general. Not a perfect answer, but a suggestion I guess. Now I am interested in hearing what meatrace has to say. What is his solution to the caster/martial disparity?

I mean, there are quite a few people here that thing fighters are subpar (I'm one of them), but meatrace seems to have a particular loathing of the iconic class. Or is it just the fighter's defenders you dislike?

So how about it? How do you fix fighters? Keep in mind that this is supposed to be a mundane class.

I don't hate fighters, I just think they're a poor class. I like playing martial characters, though typically Magus or Barbarian. Barbarian is a heckuva lot of fun!

I don't know if there is a solution. The best I've come up with so far is: play E6. Which I intend to. Next summer.

Well thank you for answering the question.

My suggestion is magic items and extraordinary abilities. I know that there are some that would even like for character's to be viable without any magic at all (item or otherwise), but I think at that point they are just playing the wrong game. Pathfinder is about magic.

Scarab Sages

meatrace wrote:
I don't know if there is a solution. The best I've come up with so far is: play E6. Which I intend to. Next summer.

I would think E6 would make color spray more powerful. Higher levels is when the spell becomes useless.


Lord Twig wrote:


Ten feet apart (two squares between them) would be more than enough to prevent Color Spray from being effective, but whatever.

So apparently you do play with people that play martial characters. Did you spend those 8 rounds insulting their system mastery and telling them they are wasting slots in your party by bringing non-casters? That is what you are doing in this thread, so I have to wonder if it bleeds over into your face-to-face games.

At 10 feet apart you could still get them in a 15 foot cone. You mean 15 feet apart? So, okay, you require all monsters to stand 15 feet apart?

I play with people who play martial characters. I advised my friend to play a Thug rogue with Enforcer so that he could effectively debuff enemies while we SoS them. He declined. And has spent most combats so far wiffing.

To the general question you're asking, yes. I try not to be belligerent, but I do generally try to help my friends to play marginally optimal characters, based on their desires and the party's needs. Most of them have since come over to my side, but the person in question is a particularly stubborn and obstinate person (seriously you have no idea...)


Artanthos wrote:
meatrace wrote:
I don't know if there is a solution. The best I've come up with so far is: play E6. Which I intend to. Next summer.
I would think E6 would make color spray more powerful. Higher levels is when the spell becomes useless.

It's not about color spray being powerful, it's about it being a powerful choice. At 6th level, when things have >5 HD, Color Spray stunning 1 maybe 2 enemies on a bad save is a decent choice, but moving and Vital Striking something to death is also a very decent choice. Which is what E6 is all about.

Fighters ARE strong at first level, probably stronger than casters on the whole. In combat at least. Past a certain point, and mind you it's debatable where that point is but most agree it's around 6 or 7, spells become so RELATIVELY powerful to a sword swing that a sword swing becomes a sub-par option.

E6 is about trying to find the sweet spot where the classes are relatively balanced. I still think many lower level spells are powerful, but they're debuffs essentially, and play well with a party. It's higher level magic that leaves fighters (and rogues) in the dust.


Also, and I'll just plug this here, I'm trying to make a skill perks system similar to skill tricks from 3.5 which lets one do semi-magical things with skills. Unfortunately this isn't the best solution either, as fighters get less skill points than nearly everyone else as well.


Adventure Path Charter Subscriber
meatrace wrote:
E6 is about trying to find the sweet spot where the classes are relatively balanced.

Strictly speaking, E6 (and really, E(X) as a whole) is more about keeping the game to areas where it best lends itself to a certain style of play.


Alzrius wrote:
meatrace wrote:
E6 is about trying to find the sweet spot where the classes are relatively balanced.
Strictly speaking, E6 (and really, E(X) as a whole) is more about keeping the game to areas where it best lends itself to a certain style of play.

Yes, that style of play being one in which the PCs are just beginning to leave the realm of reality and enter the realm of the heroic.

...but that that perception is largely based on the power and availability of magic at that level and assumptions thereof. See: Epic spell feats.

Scarab Sages

Alzrius wrote:
meatrace wrote:
E6 is about trying to find the sweet spot where the classes are relatively balanced.
Strictly speaking, E6 (and really, E(X) as a whole) is more about keeping the game to areas where it best lends itself to a certain style of play.

I've been considering:

E7
Mythic
15pt buy


We think along the same lines ;)

The game I'm working on is: E6, 15 point buy, and SORT of Mythic.
I'm taking the Mythic concept (lateral advancement with heroic deeds instead of XP) and making custom Bloodline rules for Birthright game. So it's Kingmaker/Birthright/E6/Mythic(sorta).


Anzyr wrote:


We discussed this in another thread. You can find the 12th Level Fighter and the 12th Level Druid here. (Bonus Oracle build also.)

I guess the question comes down to if you can build a Fighter better than Marthkus.

Well it is not a real build. When people throw numbers like this is hard to do fair comparisons.

In lemmy´s build thread there have been a lot of comparisons Barbarian vs fighters, rangers vs fighters, monks vs everyone else, the good thing about that threads is that you can see all the character strengths, weakness and options.

If somebody make a full druid I gladly will make a full fighter to compare.


meatrace wrote:
I never said all monsters in the AoE, I'm saying that, by going first and through tactical movement, it's very unlikely you'll be able to get less than 3 in a typical encounter setup.

It is there a typical encounter setup? is there a known percentage to make them really typical or are you just assuming they are typical?


Lord Twig wrote:
There will never be a way to get a mundane fighter to fly or a mundane rogue to turn invisible. As long as people want to play mundane characters in Pathfinder then these are the limitations that the game designers will have to work with.

Why not? Why can the rules not allow a mundane fighter not get a pegasus or griffon as a mount? Why can the rules not allow a rogue to hide in plain sight? These are totally mundane abilities, and you've dismissed them summarily without even thinking about them.


Why is it not a "real" build?


Artanthos wrote:

You seem to be making the argument that EVERY encounter with EVERY monster, each monster needs be standing 30 feet apart. Which is absurd.

In the specific encounter to which I am referring, one that I played not 4 weeks ago, we forced the enemy to bunch up through tactical retreat. Then I got 3 guards and 2 dogs with a single color spray. Leaving 4 MORE guards for the melee to deal with. I dealt with 5/9 threats in one action. It took about 8 more rounds for them to take out the guards, and a fair amount of healing.

But I digress. No, the problem with your argument is that for wizards to NOT be useful, you have to assume no two monsters even stand within 30 feet of one another. Or, later on, 80 feet.

What did you do for those 8 rounds?

What would you have done if the "melee" hadn't been there?


Nicos wrote:
meatrace wrote:
I never said all monsters in the AoE, I'm saying that, by going first and through tactical movement, it's very unlikely you'll be able to get less than 3 in a typical encounter setup.
It is there a typical encounter setup? is there a known percentage to make them really typical or are you just assuming they are typical?

I can only speak for my own experience, but I've rarely known enemies to stay 15-80 feet from one another at all times, since, among other things, that would prevent more than one from attacking the party in melee at once, since we usually travel in a group.


Anzyr wrote:
Why is it not a "real" build?

I mean A full build. then you can see the total AC, touch AC, FF AC, Saves, CMB, CMD, how much gps are you investing in offensive, skills, spells etc. And also importantly the level of system mastery of the creator.

I particulary have doubts about your claim,m y first impression is to think that you are wrong. But I have wrong in the past and i have changed my mind when people have show me the entire set of evidences.


meatrace wrote:
Nicos wrote:
meatrace wrote:
I never said all monsters in the AoE, I'm saying that, by going first and through tactical movement, it's very unlikely you'll be able to get less than 3 in a typical encounter setup.
It is there a typical encounter setup? is there a known percentage to make them really typical or are you just assuming they are typical?
I can only speak for my own experience, but I've rarely known enemies to stay 15-80 feet from one another at all times, since, among other things, that would prevent more than one from attacking the party in melee at once, since we usually travel in a group.

Then your arguments should not be as general as you present them. You have to present the entire set of premises before posting your conclusion.


slade867 wrote:

What did you do for those 8 rounds?

What would you have done if the "melee" hadn't been there?

I leisurely CDGed the sleeping enemies, and then did a whole lot of nothing.

If melee hadn't been there I may have had to use another of my 5 spell slots (OH NO!). In fact, if it weren't for my desire not to engender hatred in my new companions (role-play rationale) I would have just color sprayed THROUGH them and hoped for the best.


Nicos wrote:
Then your arguments should not be as general as you present them. You have to present the entire set of premises before posting your conclusion.
Then your arguments should not be as general as you present them. You have to present the entire set of premises before posting your conclusion.

I've not really been trying to make a cogent argument, but have a conversation. Believe me, if I felt this was an important debate I'd put some effort in.

But silly me. I have to recreate the universe in every post.

From now on, when talking about combat, let us all assume that melee opponents are less than 80 feet apart through most of the encounter. *eyeroll*


andreww wrote:
Marthkus wrote:
Which someone did in that thread and dwarfed the DPR I was outputting. My build was pretty vanilla.

That was my two handed fighter build which had less DPR than the Druid and you ignored the fact that he couldn't Pounce and therefore was not full attacking all of the time.

Assuming an encounter ran for 4 rounds you were looking at something like:

Pouncing Druid

128dpr, 152 with one buff round for the Druid assuming he can pounce from one target to the next as they die

You can find the compiled caster numbers from the other thread here.

Two Handed Fighter

Round 1: Fighter charges
Round 2: Fighter full attacks
Round 3: Fighter charges
Round 4: Fighter full attacks

Two handed Fighter was hitting 112 dpr if he could full attack so still well behind the Druid. Reduced to two charge attacks and two full attacks in a four round encounter then he is looking at something more like 80dpr and everyone has a sadface because he doesn't bring all of the benefits that a full caster does.

Fighter numbers are available here.

Finally on the issue of all caster parties I recently ran one through the Moonscar module, a level 16 module filled with Demons with SR and often high saves. It included a Battle Oracle, Lore Oracle, Control Sorcerer and Admixture Wizard15/Sorcerer1.

Know what happened? They demolished it without needing to stop for a rest once. About 18 solid encounters of carnage. I will write up a summary later if I can be bothered but it certainly made very clear that Spell Perfection, Quicken, Dazing and Persistent spell give far more value than anything a pure martial character brings. A balanced group simply doesn't have the resources to do what they did.

And you know what, at the end they still had quite a few higher level...

80 DPR is still higher than the 79 of your druid. Higher average damage means little, once you throw in chance to hit, the fighter sores ahead.


Kirth Gersen wrote:
Lord Twig wrote:
There will never be a way to get a mundane fighter to fly or a mundane rogue to turn invisible. As long as people want to play mundane characters in Pathfinder then these are the limitations that the game designers will have to work with.
Why not? Why can the rules not allow a mundane fighter not get a pegasus or griffon as a mount? Why can the rules not allow a rogue to hide in plain sight? These are totally mundane abilities, and you've dismissed them summarily without even thinking about them.

I don't dismiss them. A purely mundane fighter can fly with magical items or a flying mount. The fighter is still a mundane, he can't fly, but he has a means of doing so despite his lack of magical ability.

For the rogue I am actually in support of giving them Hide in Plain Sight as an extraordinary ability. He isn't turning invisible. If you look at him you will see him, but he has a super human knack of not being where your looking at any time. That would be perfect, IMHO.

I also think that completely mundane characters should be among the best at escaping, avoiding and resisting spells. A fighter should be the most difficult target to get a Dominate Monster to stick to, not the easiest. The Rogue should be able to slip free of a Dominate. Casters have to use spells to resist spells, mundanes should just be magic resistant (not necessarily SR).


Lord Twig wrote:
I also think that completely mundane characters should be among the best at escaping, avoiding and resisting spells. A fighter should be the most difficult target to get a Dominate Monster to stick to, not the easiest. The Rogue should be able to slip free of a Dominate. Casters have to use spells to resist spells, mundanes should just be magic resistant (not necessarily SR).

Yes to all this.


1 person marked this as a favorite.
Lord Twig wrote:
So how about it? How do you fix fighters? Keep in mind that this is supposed to be a mundane class.

Fighters can be fixed in two ways:

1) playing E6, so everybody stop leveling at level 6, as the fighter does.
2) let the fighter class to level beyond level 6.

Your "mundane class" assumption is based in Aragorn, Gimli and Boromir. They are "mundane". But they are also level 4. They play a basic adventure where they face orcs, goblins, worgs, and a Cave Troll with the Young template. They run for they lives when they face Wights and Wraiths, and a Giant Spider almost kill the main char. That's roughly a level 4 adventure.

As long as fighters are *forced* to be lvl 6 max, they'll never "be fixed". If you want to see what high level fighters look like, take a look to Beowulf. Achilles. Hercules. Ulysses. Cu Chulain. Sigfrid. Finarfin.

On the other hand: my "mundane" level 15 fighter can fall from the stratosphere TWICE without any chance to die. Drink cyanide with regularity, can swim with a full plate, and was coup de graced ten times in a row by a goblin before he wake up. So maybe we need to reconsider that "truism" that Pathfinder fighters are "mundane".


I wouldn't play a fighter in a no-magic world. Magic items, healing, and buff spells allow me as the fighter to kill everything.

That casters make themselves feel better by calling it janitorial work is of no concern to me.

451 to 500 of 575 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / What's with the lack of respect for martials? All Messageboards