What's with the lack of respect for martials?


Pathfinder First Edition General Discussion

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Lord Twig wrote:
If you choose to play with a Fighter, Rogue, Cleric, and Wizard, and they all take their classic roles, then 3.x and Pathfinder are absolutely (IMO) able to recreate the feel of AD&D. Just because you can break the system and make casters supreme doesn't mean you should.

Agreed, to an extent (rogues are still extraneous because traps no longer wipe out the whole party). But wouldn't it be great if the rules supported the playstyle, instead of contradicting it?


Kthulhu wrote:


1E and 2E are brothers.

There's nothing even remotely brotherly between THAC0 and the 1e 'to hit' tables.

Each version of the game had its own system, but the games were most similar between 1e and 3e. 3e didn't 'bring back' the Monk. There was a Monk in 2e, it was just aweful.


Lord Twig wrote:
If you choose to play with a Fighter, Rogue, Cleric, and Wizard, and they all take their classic roles, then 3.x and Pathfinder are absolutely (IMO) able to recreate the feel of AD&D. Just because you can break the system and make casters supreme doesn't mean you should.

Isn't that placing the blame on the players instead of the system though? Not everyone is out to break a caster. To be honest most of 'breaking' a caster is spell selection if your just trying to mimic martials.


Lord Twig wrote:
If you choose to play with a Fighter, Rogue, Cleric, and Wizard, and they all take their classic roles, then 3.x and Pathfinder are absolutely (IMO) able to recreate the feel of AD&D. Just because you can break the system and make casters supreme doesn't mean you should.

Why on earth would you constrain yourself to these four classes in a game with so many options. And why would you limit yourself to playing those classes to "classic"*.

*Your definition of the classic roles of these classes may not hold true for 1e, 2e, or for any of the 2e supplements. Definition only valid in some states. Some Restrictions may apply.


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Guys, lay off the rogue, it is getting too-
oh wait, sorry
that is the other terrible thread, I am in the wrong one


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Marthkus wrote:

Also that was the most martial opt druid possible. Most people playing a druid are not going to optimize that much just to hit things harder, they would rather cast spells at that point.

Lets have a look at this claim shall we...

This is the Druid build I posted in that particular thread.

Melee Druid:
Male Oread Druid (Saurian Shaman) 12
N Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +24

--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 24 (+12 armor, +1 Dex, +2 natural)
hp 99 (12d8+36)
Fort +15, Ref +9, Will +16; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Resist acid 5

--------------------
Offense
--------------------
Speed 25 ft.
Melee Masterwork Scythe +15/+10 (2d4+21/x4)
Special Attacks battle rage (7/day)
Spell-Like Abilities Battle Rage (7/day), Magic Stone (1/day)

Druid (Saurian Shaman) Spells Prepared (CL 12):

6 (2/day) Stone Tell, Transport via Plants
5 (3/day) Animal Growth (DC 19), Animal Growth (DC 19), Fickle Winds
4 (4/day) Divine Power (x3), Strong Jaw (DC 18), Strong Jaw (DC 18), Strong Jaw (DC 18), Strong Jaw (DC 18)
3 (5/day) Magic Vestment, Wind Wall, Daylight, Speak with Plants, Ash Storm, Spike Growth (DC 17)
2 (5/day) Resist Energy, Resist Energy, Barkskin, Barkskin, Barkskin, Spiritual Weapon
1 (5/day) Longstrider, Magic Weapon, Entangle (DC 15), Entangle (DC 15), Speak with Animals, Remove Sickness (DC 15)
0 (at will) Stabilize, Light, Detect Magic, Detect Poison

--------------------
Statistics
--------------------
Str 26, Dex 12, Con 16, Int 12, Wis 18, Cha 5
Base Atk +9; CMB +17; CMD 28

Feats: Armor Proficiency (Heavy), Natural Spell, Planar Wild Shape, Power Attack -3/+6, Powerful Shape, Quick Wild Shape, Wild Speech

Traits: Ease of Faith, Reactionary

Skills: Acrobatics -4 (-8 jump), Climb +3, Diplomacy +13, Escape Artist -4, Fly +1, Handle Animal +1, Heal +8, Knowledge (geography) +5, Knowledge (nature) +18, Knowledge (planes) +6, Perception +24, Ride -4, Spellcraft +5, Stealth +8, Survival +21, Swim +7

Languages Common, Druidic, Dwarven, Terran

Special Qualities: nature bond abilities (war), resist nature's lure, saurian wild shape (6/day), saurian's totem transformation (swift action) (12 , saurian's totemic summons, spontaneous casting, totem transformations (saurian's scales), trackless step, weapon master (12 rounds/day), wild, wild empathy, wild shape (4/day), wild shape (animal), wild shape (elemental), wild shape (plant), woodland stride

Gear: Extend metamagic rod (lesser) (3/day), Wand of cure light wounds, +1 Wild Dragonhide Full plate, Masterwork Scythe, Amulet of mighty fists +3, Belt of physical might (Str & Con +4), Cloak of resistance +4, Eyes of the eagle, Feather step slippers, Headband of inspired wisdom +2

So, how exactly is he focused on being a melee character over a caster? Well Strength is his primary stat but he is capable of casting all of his available spells. If he swapped them around he would be looking at one extra spell memorised at each level. Big whoop. His DC's would also go up but most of the best Druid spells don't really care about DC's.

So, how about feats? Power Attack is a no brainer if you want to do much in melee but beyond that none of them are ones you might not find on any Druid. Planar Wild Shape is perhaps the only other one which is melee focused. If you consider Wild Speech optimising for melee then you have a strange view of what optimisation actually means.

How about Spells? Well a bunch of them are useful for wading into melee but that's the joy of the Druid, he can change them tomorrow to take on another role. Good luck changing those fighter feats every two levels, a slightly longer time scale.

What about gear? Well if I was moving to casting as my primary role then I would be rocking a better Wisdom headband and wouldn't bother with the Amulet but the rest is pretty much bog standard.

So as far as this being a character completely optimised for melee it really isn't true at all but I suspect Martkus knew that before he ever posted.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Norgrim Malgus wrote:
PF also brought back the Cavalier, which was also Unearthed Arcana.

Aside from name, which TSR could NOT copyright, it really doesn't share anything with that class at all.


gustavo iglesias wrote:
Marthkus wrote:
Batman has no powers and he hangs right up their with Superman.

Because he is powerful. Batman is how fighters *should be*, not how fighters *are*.

And yes, Green Arrow and Green Lantern are both JLA. Just like Druids and fighters are both pathfinder adventurers. I know a guy whose favourite character in DC universe is Green arrow. That doesn't has anything to do with the characters being equally powerful.

And if I were the President of USA or the UN, and some alien invasion were to destroy the earth, I'd rather have Superman, Green Lantern, Batman and Martian Manhunter than Green Arrow, Congorilla, Huntress and Zatana on my side. Even if all of them are, technically, "same CR adventurers", like monks and Synthesist summoners are.

So you don't want Zatana (a Spellcaster)?

Magic beats Superman so Zatana defeats him easily.

Now Green Lantern can run out of energy.
Batman is Overpowered so I'll give you that.
Martian Manhunter has weaknesses as well.

Congrilla might be useful if we are in a jungle adventure as will Huntress (are we referring to Helena Wayne? Batman's daughter Or the other Huntress?)

Sczarni

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.

The last time I saw color spray used liberally, was during Snow's of Summer, Reighn of Winter AP (for PFS) about 6 weeks ago. Our group of of 5 (4 martials (1x ranger, 1x barb, and 2x fighters) and one summoner). We made over 10+ saves against color sprays. I saw more color sprays in those 4 hours than in the past year of gaming.

No, the DC's weren't what a PC would have touted, but the improbably odds happened and the low will-save having martials made them all and minced the little flying guys.


Kirth Gersen wrote:
Lord Twig wrote:
If you choose to play with a Fighter, Rogue, Cleric, and Wizard, and they all take their classic roles, then 3.x and Pathfinder are absolutely (IMO) able to recreate the feel of AD&D. Just because you can break the system and make casters supreme doesn't mean you should.
Agreed, to an extent (rogues are still extraneous because traps no longer wipe out the whole party). But wouldn't it be great if the rules supported the playstyle, instead of contradicting it?

The rules do support the play style, that's what I'm saying. They just don't necessarily encourage it.

MrSin wrote:
Isn't that placing the blame on the players instead of the system though? Not everyone is out to break a caster. To be honest most of 'breaking' a caster is spell selection if your just trying to mimic martials.

I'm not "blaming" the players, the players are just deciding to abandon the original feel of the game in the quest for optimization. This is not wrong or bad, it is just a choice.

Anzyr wrote:

]Why on earth would you constrain yourself to these four classes in a game with so many options. And why would you limit yourself to playing those classes to "classic"*.

*Your definition of the classic roles of these classes may not hold true for 1e, 2e, or for any of the 2e supplements. Definition only valid in some states. Some Restrictions may apply.

You don't have to limit yourself to just those four. Original D&D had rangers and paladins and monks. I just chose the "classic four" as an example.

Pathfinder and it's predecessors allow you to simulate a fantasy world. The type of world you simulate is your decision. If you choose to simulate a world where fighters are the kings of combat you can do that by simply disallowing certain options or just agreeing not to use them. Or you can simulate a different world where they are overshadowed by their magic using brethren.

I play other games where certain options are clearly marked as capable of breaking the game (Champions/Hero System). They are included so that certain powers can be simulated. It is up to the GM and players to not destroy the game balance.


andreww wrote:
Marthkus wrote:

Also that was the most martial opt druid possible. Most people playing a druid are not going to optimize that much just to hit things harder, they would rather cast spells at that point.

Lets have a look at this claim shall we...

This is the Druid build I posted in that particular thread.

** spoiler omitted **...

Great to finally see a full build of a battle focused druid. His AC and attacks are low N human form, can you post his stats in wildshape?


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His AC will generally be 5 points higher due to Barkskin, each casting last 2 hours. The AC in the stats posted above is wrong and should be 23 but Herolab has a bug where it considers Saurian Scales to be always active. Damage numbers in brackets are with Strong Jaw active.

Wild Shape stats:
Deinychus (Medium):
AC 25, Speed 60, Low Light Vision, Scent, Pounce
Str 28; CMB 22; CMD 30

2 Talons: +18 1d8+17 (3d6)
Bite: +18, 1d6+17 (2d6)
Foreclaws: +13, 1d4+13 (1d8)

Dire Tiger (Large)
AC 25, Ref +8, Init +2, Speed 50, Low Light Vision, Scent, Pounce
Str 30, Dex 10, CMB 26, CMD 33

Bite: +18, 2d6+19 plus Grab (4d6)
2 Claws: +18, 2d4+19 (2d8)
Rake (2 claws): +18, 2d4+19 (2d8)

Allosaurus (Huge)
AC 25, Ref +7, Init +1, Speed 60, Low Light Vision, Scent, Pounce
Str 32, Dex 8, +6 NA, CMB 27, CMD 33

Bite: +18, 2d6+20 (19-20) plus grab (4d6)
2 Claws: +18, 1d8+20 (3d6)
Rake (2 talons): +18, 1d8+20 (3d6)

Stegosaurus (Huge)
AC25, Ref +7, Init +1, Speed 40, Low Light Vision, Scent
Str 32, Dex 8, +6NA, , CMB 27; CMD 33

Tail Swipe: +18 4d6+28 plus trip (8d6)


Combat stats include no modifications for any buff spells. Divine Power will add +4/4 at this level. As he will generally be charging and pouncing he is also looking at another +2 to hit.


Impresive.

I build this in a hurry but I think is somewhat optimized.

HUman Fighter 12:

=== Stats ===
Str 14,Dex 21 (23),con 14 (16),Int 12 (14),Wis 12(14), Cha 7.
=== Defense ===
AC: 33 (+13 armor, +6 dex, +1 def, +1 nat, +1 luck, +1 insight)
Hp: 96 (12d10+36)
CMD: 33 ( 39 against sunder and disarm, + 45 against trip and grapple)
=== Saves ===
Fort: +14
Ref : +14
Will: +13 (+3 against fear, Inmune to mind control from evil creatures)
=== Attacks ===
+2 Adaptative Longbow: +21*/+21/+16/+11 (1d8+18 19-20/x3)

*Double damage in the fist shot.

=== Traits===
Defender of the society, Carefully hidden

=== Feats and talents===
1. Point blank shot, Precise shot, rapid shot
2. Weapon focus (longbow)
3. Deadly aim
4. Weapon specialization
5. Iron will
6. Manyshots
7. Clustered shot
8. Greater weapon focus
9. Point blank master
10. Snap shot
11. Improved snap shot
12. Improved precise shot
=== Skills ===
Perception +17
Knowledge (dungeoneering) +17
Intimidate +13
stealth +19
Acrobatics +21
Swim +6
Climb +6
=== Special ===
Amor training 3
Bravery 3
Weapon training 2 (bows, Close)

=== Gear ===
+2 Mithral Fullplate + Armored kilt
+2 Adaptative longbow
Masterwork Composite longbow
+1 Armor spikes
+2 Beld of dex and Con
+2 headband of Int and cha
+3 cloack of resistance
+1 ring of def
+1 Amulet of nat armor
Bracers of the falcom Aim
Cracked pale green prism Ioun stone (saves)
Gloves of dueling
Jingasa of the forunate soldier
Dusty rose Ioun stone
Clear spinde Ioun stone + Wayfinder
Eyes of the owl
Elven boots
Handy havershack

Silver Crusade

LazarX wrote:
Norgrim Malgus wrote:
PF also brought back the Cavalier, which was also Unearthed Arcana.
Aside from name, which TSR could NOT copyright, it really doesn't share anything with that class at all.

It is a whole different class from UA, I agree. I do like the fact that they brought back the Cavalier, knocked the dust off and brought it up to PF specs. Whether anyone feels it's a worthy successor, well...that's up to the individual.


Nicos wrote:

Impresive.

I build this i a hurry but I think is somewhat optimized.

** spoiler omitted **

If you dig through the other thread I posted an archer, dual wielder and two handed for comparison. They were on a par with the Battle Oracle, behind the Blaster Sorcerer and behind the Druid which is a bit of a concern when HP reduction is the only thing you are bringing to the combat table and your contribution to other problem solving issues is limited to a fairly small number of mundane skills.


Well andreww, It is me of your druid have more money that the shoudl be by his WBL?


Nicos wrote:
Well andreww, It is me of your druid have more money that the shoudl be by his WBL?

Edit: Ignore me, you are quitter right, I misread the table. So yes I am 15k over my WBL. That probably means downgrading to a +4 strength belt from the 4/4 str/con one or possibly to a 2/2 one or to a +2 amulet. Whichever way I went it doesn't really change very much.


Marthkus wrote:

Pathfinder showed that 3e did not fail because a 4e existed.

1e failed because 2e was better.

Does that mean that Hackmaster proves that 2e didn't fail?


Nicos wrote:

Impresive.

I build this in a hurry but I think is somewhat optimized.

** spoiler omitted **

It's a very cool archer. However, I find that archers should be compared to archers (say, an Inquisitor archer) and melees with melees. Otherwise, we will be comparing apples and oranges, IMHO

Could you make a non-archer fighter?


Marthkus wrote:
We were also at level 12 where the druids wildshape has already peaked in effectiveness. That gap in effectiveness only spread from there.

For a saurian shaman druid, it peaks at level 6.

Quote:
Also that was the most martial opt druid possible.
No way it's the most optimized druid possible. He's not even wearing a spiked bard to get full attack with his BAB and then all the extra natural attacks as secondary attacks :P
Quote:
Most people playing a druid are not going to optimize that much just to hit things harder, they would rather cast spells at that point.

Well, that's just a way to do it. And that's the reason you defended, in the other thread, that casters can't do the fighter's job... because you were thinking about casters built to fill the caster job, and then trying to do the martial job. That's not how you should do it. Of course that a str 10 oracle with wis 20 will do a poor job as a frontliner. But a STR 18 oracle with cha 14, is a totally different thing. The sentence I bolded, however, make me giggle.

So, the point is... why would a druid do 100% of the fighter's job (which he can do), if he can cast spells, which is much better? Good question.
Quote:


The player who enjoys hitting things really hard is probably not the same kind of player that wants to mess with druid paperwork. Likewise the guy who wants to play the druid, probably wants to be casting spells.

The kind of player who enjoys hitting things really hard wants to hit things really hard. If a druid can hit things harder (thanks to pounce, among other things), why not play one? Specially if it brings everything a fighter do, and then like 20 extra things?

The only real reason is what you have suggested: less paperwork. The druid class require more work. Fighter is an easier class. A "dumbed down" class. That's it's merit, it's easier to play one, and it makes a good class to give to people new to the game, because it has less options, and thus give less "decision paralisys" to the new players.

Contributor

You see, all of this debate is why I multiclass my martial characters. :)

Its a lot harder to say that my 4th Level Fighter's only job is thwacking things and taking damage when he is also a 2nd Level Rogue with tons of skill points in the persuasion skills as well as a 2nd level Samurai who can use those skills to demoralize and otherwise debuff all of the things.

Wizards love my character when I play with them because he makes it child's play for them to land even their lowest-save spells. Wanna make that monster with an absurdly high Will save fall asleep? No problem, I can throw shaken and sickened on it for a –4 penalty. And then in return the wizard saves their big guns for the things I can't hit or debuff. Like incorporeal creatures.

It's all give and take with Pathfinder. Being a team player. Sure, the wizard can unload all of their damage / save-or-suck spells at a target that a fighter could also hit and annihilate the opponent, but then the wizard is going to feel really stupid when a monster the fighter CAN'T hurt pops up and the wizard has already blown their magic on an encounter that the fighter could have handled. The problem with this "Debate" is that it is never argued from the perspective of a campaign's worth of encounters, but always from the perspective of a single encounter. That's not how the game is played, and even a wizard doesn't have enough magic to solo an entire dungeon on their own.


gustavo iglesias wrote:
Nicos wrote:

Impresive.

I build this in a hurry but I think is somewhat optimized.

** spoiler omitted **

It's a very cool archer. However, I find that archers should be compared to archers (say, an Inquisitor archer) and melees with melees. Otherwise, we will be comparing apples and oranges, IMHO

Could you make a non-archer fighter?

Well maybe you are right. But an archer fighter is more than a ranged combatant. If you look at him he is pretty much a tank. High Ac, High CMD, do not provoke when shooting, an can make atack of opportunity at 15ft range. At the nex level I wodl take Pin down an he become very good at battlefield control. So I do not see how a inquistor will compare agaisnt him, to my knowldege there is no way for an inquistor to be a dedicated archer and a tank at the same time.

However I will make the 12th level melee fighter later.


Nicos wrote:
So I do not see how a inquistor will compare agaisnt him, to my knowldege there is no way for an inquistor to be a dedicated archer and a tank at the same time.

Probably not. At least not in the same ways. But it'll be able to destroy things with an absurd DPR, while having spells and very high utility out of combat, with big bonuses to several skills too. I'm not saying your char is worse than an inquisitor, just pointing out that, while he is nicely close to the druid in attack and damage, he is an archer. Archery have several feats that make it probably too powerful (like rapid shot and many shot) compared to melee. There is not an equivalent of manyshot in melee. A fighter archer should be compared with other archers like inquisitors and bards (and win or lose that comparison, whatever the result is), while a melee fighter should be compared to other melee characters (like the druid mentioned above)


Starbuck_II wrote:

So you don't want Zatana (a Spellcaster)?

Magic beats Superman so Zatana defeats him easily.

Let's assume for a moment that superman does not fry her from orbit with his eye beams, or charge her with superspeed from 10000 miles away in half a split second.

So what? It's not PvP. That zatana *could* defeat Superman is meaningless. It's an alien invasion trying to destroy earth (ie: an adventure path). Would you, as the UN president, have Zatana or Superman in the JLA?

Quote:
Now Green Lantern can run out of energy.

Yeah. On the other hand, Huntress can't run out of energy in her omnipowerful ring. Because she doesn't have one.

You know, just like nobody can steal a Rolex from me, unlike from Bill Gates. Poor Bill Gates.

Quote:
Martian Manhunter has weaknesses as well.

This reminds me an old joke in our group.

Werewolves are weak, because they die if repeatidely shot with a silver bullets. Unlike humans, who can survive to be repeatidely shot with silv.. oh, wait...

I mean... Martian manhunter could die to a flamethrower. You know what? Huntress would die to a flametrhower too. On the bright side, Martian Manhunter can fly out of the flamethrower range, throw a bus at the flamethrower thug, or just rape his mind. Huntress... well, she has a crossbow.

Quote:


Congrilla might be useful if we are in a jungle adventure

An impaired character would be useful in a Special Olympics adventure.

Digital Products Assistant

Locking thread. I think we're done here.

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