Martial characters should have nice things Part I: What should martial characters be able to do?


Pathfinder First Edition General Discussion

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I used to get around this in BECMI D&D by having the focus of high-level Fighters being on running their dominion and having armies to lead. The high-level mage may have an apprentice or two but otherwise all of their power was within them - the Cleric may have an arm of the church but would be constrained by religious limitations, and the Thief might have power within the Guild but would still have to face the fact most of their followers were... well... Thieves, and therefore mostly in it for themselves.

Only the Fighter would have that power to stand as a peer against other rulers. Only the Fighter would have that power to influence entire nations. The Fighter would be the one that could commandeer a ship from their fleet if the characters needed one, would have the resources to set up a guarded base camp in a remote location, and so forth.

Sure, any character could technically run a dominion (and often did), but I always gave Fighters the equivalent of an unwritten Ruler feat that would mean they'd end up with more people flocking to them to live under their (hopefully benevolent, although not necessarily) rule and armies that would be inspired just by having them standing in the vanguard.

That's the type of power I'd like to see for core martials - power over others, rather than innate power. I've nothing against having additional options allowing people to tailor those characters in more fantastic ways, but I also believe there's always a place for a default "I'm just a guy who can fight really, really well - so well that people will fall in beside me without question" martial character. Equally, I've nothing against having new martial classes that use various other forms of power - I just wouldn't want to see the "normal guy" option disappear.


aceDiamond wrote:

Well, there are some prestige classes that allow for that sort of thing. I believe Spherewalker or Horizon Walker allow you to use Plane Shift once per day or something to that effect. It seems as though what fighter does, through and through, is to train martially. Ergo to do something that isn't fight-y requires investment elsewhere. I'm not against giving alternate ways to deal with magic, such, as what Barbarians have access to, or even alternate methods of travel/movement to counter magicians on an even fight.

However, spells aren't exactly a "make the GM do this" class feature. You shouldn't need mechanics telling you how to role play changing the plot. Even if your party mage spends all his downtime crafting magic items, that doesn't mean a martial character cannot make a story happen in the meantime. It just isn't as immediately realized or obvious to new players. Such is the learning curve.

Spells very much are the 'make the GM do this' class feature. By virtue of the existence of Plane Shift, Greater Teleport, Scry, Commune, Dominate Monster, Fireball, Simulacrum, Blood Money, or any of a host of other game changing spells, the GM must either deal with or plan around their existence. The only thing he has to do to plan for a fighter is put down a bad guy.

By virtue of spells, the GM must change the narrative, adapt the narrative, or accept that, whoops, the 15 'random' encounters I had planned to provide an awesome buildup to my story climax won't happen because the wizard just teleported the party from San Diego to New York and, <insert profanity here>...

No martial can do that. The more supernatural a martial is (magus, paladin, ranger, barbarian), the more potential they might prosess to move in that direction, but they never really possess the same game changing power of 'well, <insert profanity here>, I didn't think of that spell.'

Also, your last paragraph emphasises my point. Sometimes players can overcome these limitations, but the classes do nothing to help with that.


I think the heartening take-away is that low-level martials can do great things and overcome apparently insurmountable challenges, including powerful extraplanar casters. It's not how many levels you have, or what class you are - it's how you use it :)


Zilvar, it seems like you have some narritive problems facing you there. To get around the Greater Teleporting into the BBEG's room, I'd suggest saying that you're party's not nearly ready to fight yet, requiring your party to train further on those encounters. Spells on the baddies' end such as Teleport Trap and Forbiddance would deter your casters from trying them again if they make it out alive.

Simulacru-yeah, unless used for strictly roleplaying purposes, simulacrum is broken-ish; I'd recommend not allowing that spell to give profane bonuses or Wishes or the like. Blood Money I don't see the hate for, but it still leaves you in the red for when anyone who can do strength damage shows up. Scry can be blocked in so many ways, it's not even funny. Use this with the actual rulings of (Greater) Teleport, wherein you need to know where you're going to actually show up there, and the mage isn't bypassing a whole lot. And if you're going to tell me a straight up Fireball is OP, I think we're playing some very different playstyles here.


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aceDiamond wrote:

Zilvar, it seems like you have some narritive problems facing you there. To get around the Greater Teleporting into the BBEG's room, I'd suggest saying that you're party's not nearly ready to fight yet, requiring your party to train further on those encounters. Spells on the baddies' end such as Teleport Trap and Forbiddance would deter your casters from trying them again if they make it out alive.

Simulacru-yeah, unless used for strictly roleplaying purposes, simulacrum is broken-ish; I'd recommend not allowing that spell to give profane bonuses or Wishes or the like. Blood Money I don't see the hate for, but it still leaves you in the red for when anyone who can do strength damage shows up. Scry can be blocked in so many ways, it's not even funny. Use this with the actual rulings of (Greater) Teleport, wherein you need to know where you're going to actually show up there, and the mage isn't bypassing a whole lot. And if you're going to tell me a straight up Fireball is OP, I think we're playing some very different playstyles here.

You're both missing and strengthening my point.

You list things that should be done to counter various high level spells. I already know all of those things. That's not the point. The point is that, as I said, STEPS MUST BE TAKEN. And every time a new splat book comes out (assumption: and is permitted at the table), NEW spells must also be dealt with. I also didn't say that these are overpowered spells. I said that they were game-changing. Fireball IS a game-changing spell, for both players and GMS, because once you expect it to be available, you orient your groups differently, so that not everyone can be caught in the blast. Events at the table change directly because of the existence of burst damage spells (of which fireball is simply the most iconic).

By virtue of existing, these spells influence the narrative of the game. By virtue of being available, you have to make rulings, mortar your castles with gorgon blood, spend bajillions to magically protect your borders, or whatever. You, as the GM, have been forced to make concessions to the narrative-changing power of one or more spells. That's what spells DO. And that's awesome!

And that's what I want martials to be able to do.

Shadow Lodge

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gustavo iglesias wrote:
Nathanael Love wrote:

Why not? Cave Troll is what CR 12? Could have four or five levels of Fighter on top of that? CR 17 Cave Troll?

Seems like you are just guessing and assigning arbitrary levels to characters without any real specific reasons?

Mountain trolls are CR 15. Cave troll is CR6.

In Pathfinder. This discussion has largely ignored the fact that Pathfinder monsters are not always exact duplicates of Middle-Earth monsters that happen to share the same names. (Nathanael Love excepted, who seems to be the only other person to realize that Sauron's most trusted lieutenant that has DR 500/woman would probably translate so something more intimidating that a CR 5 wraith.)

By the way, Gandalf wasn't a wizards (not really). He was a demi-god. And yet the Balrog killed him. He only came back through the direct intervention of Eru (essentially Middle-Earth's overgod).


I don't know about that. If martials could be able to do that, why would anyone play a caster? I look at it in the opposite direction. Martials should be so antimagic, they bust down Walls of Force no problem. Or at least get bonuses to save against magic effects because come on.

However, I think that your point helped me realize something. The casters in Pathfinder as is are intended to deal with the BBEG's magical defenses, dispelling and counter-spelling as often as possible, while the martials face them in the ring and rain down blows.


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aceDiamond wrote:

Zilvar, it seems like you have some narritive problems facing you there. To get around the Greater Teleporting into the BBEG's room, I'd suggest saying that you're party's not nearly ready to fight yet, requiring your party to train further on those encounters. Spells on the baddies' end such as Teleport Trap and Forbiddance would deter your casters from trying them again if they make it out alive.

Simulacru-yeah, unless used for strictly roleplaying purposes, simulacrum is broken-ish; I'd recommend not allowing that spell to give profane bonuses or Wishes or the like. Blood Money I don't see the hate for, but it still leaves you in the red for when anyone who can do strength damage shows up. Scry can be blocked in so many ways, it's not even funny. Use this with the actual rulings of (Greater) Teleport, wherein you need to know where you're going to actually show up there, and the mage isn't bypassing a whole lot. And if you're going to tell me a straight up Fireball is OP, I think we're playing some very different playstyles here.

To agree with Zilvar2k11, consider that if the entire material plane is threatened by X, Y or Z, a high enough caster (9th level cleric) can just go "Eh, Plane shift". Low rocks block your path? Not with Stone Shape. Don't know what the background for the adventure is? Hit it with divinations and the GM might as well hand over his notes. Need to make some armor faster then any crafter? Fabricate. The issue is that when presented with a scenario, whether political intrigue, resource management, mystery, or action, the caster has the power to change the narrative. The fighter meanwhile... can fight.


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aceDiamond wrote:

I don't know about that. If martials could be able to do that, why would anyone play a caster? I look at it in the opposite direction. Martials should be so antimagic, they bust down Walls of Force no problem. Or at least get bonuses to save against magic effects because come on.

However, I think that your point helped me realize something. The casters in Pathfinder as is are intended to deal with the BBEG's magical defenses, dispelling and counter-spelling as often as possible, while the martials face them in the ring and rain down blows.

I won't argue with intent, because I generally believe that the paizo devs believe we (most players, definately most forum-goers) play the game wrong.

The game is already so weighed in the players direction as far as they are concerned, that gaming the system to be low-level demigods is 'badwrongfun'.

Doesn't change my fundamental 'want' though. I want martials to be able to influence the narrative in the same fashion casters can, as a function of the class, because otherwise you are applying inequity of expectation amongst the players, where casters are expected to be able to solve more and more varied problems than martials, and that's, IMO, badwrongfun.


aceDiamond wrote:

I don't know about that. If martials could be able to do that, why would anyone play a caster? I look at it in the opposite direction. Martials should be so antimagic, they bust down Walls of Force no problem. Or at least get bonuses to save against magic effects because come on.

However, I think that your point helped me realize something. The casters in Pathfinder as is are intended to deal with the BBEG's magical defenses, dispelling and counter-spelling as often as possible, while the martials face them in the ring and rain down blows.

Martials tend to be more useless then casters when antimagic field shows up, since casters have animated/called minions that will usually be scarier then a magic item less fighter. Furthermore, its a great chance to fly away (since Ex flight is pretty limited) and hit the Fighter with conjuration spells at the fighter's now significantly reduced statistics.

The problem with casters being there to dispel magic defenses is that it basically amounts to "Magic must fight magic."which can be humorous its largely a reason for the real protagonists who have magic to fight the big bad evil guy while Section 13 (the fighters/rogues) stand around doing nothing.


Anzyr wrote:
aceDiamond wrote:

I don't know about that. If martials could be able to do that, why would anyone play a caster? I look at it in the opposite direction. Martials should be so antimagic, they bust down Walls of Force no problem. Or at least get bonuses to save against magic effects because come on.

However, I think that your point helped me realize something. The casters in Pathfinder as is are intended to deal with the BBEG's magical defenses, dispelling and counter-spelling as often as possible, while the martials face them in the ring and rain down blows.

Martials tend to be more useless then casters when antimagic field shows up, since casters have animated/called minions that will usually be scarier then a magic item less fighter. Furthermore, its a great chance to fly away (since Ex flight is pretty limited) and hit the Fighter with conjuration spells at the fighter's now significantly reduced statistics.

The problem with casters being there to dispel magic defenses is that it basically amounts to "Magic must fight magic."which can be humorous its largely a reason for the real protagonists who have magic to fight the big bad evil guy while Section 13 (the fighters/rogues) stand around doing nothing.

I'm not sure he's necessarily talking about AMF; sounds more like one of my previous suggestions, actually. That players with a certain number of class levels in fighter (or similar) gets some defenses against magic: bonuses to saves and/or SR. Not that they have to be immune, mind you... just make spell focus and spell penetration mean something. If fighters had +10 to +15 saves vs. magic and 30+ SR* by level 20, while it might not solve all the fighter's problems, it would probably help shift things in the right direction. Not enough? You can make martials more impressive and more reliable without making them anime characters simply by giving them multiple d20 rolls (take the max) at higher levels. All of this can mechanically be explained as follows: in order to survive as a mundane fighter in a world filled with dangerous magical enemies, your acquired resistance to magical effects and focused effort help you overcome terrifying foes.

* Yes, SR has its drawbacks, but I think that, if it were made an option, some people would take it. I've played fighters that would have loved some spell resistance. Regardless, the bonuses on saves couldn't hurt.


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Kthulhu wrote:
Sauron's most trusted lieutenant that has DR 500/woman

That was a prophecy, not a property of him.

Whoeverthef&%$ elf it was who foresaw that the Witch King's doom would be far off and not by man, didn't grant the Witch King DR 500/woman by doing it. No more than Apollo mystically granted Oedipus +500 damage vs. fathers by virtue of noticing that hey in the future that kid's gonna kill his dad.

The Witch King was not immune to mortal male warriors (shown not to be more than once in both movies and books), he simply wasn't fated to be slain by one.


aceDiamond wrote:
I dunno, in the movies Gandalf uses like four or five spells. Light, Shield, Tongues, and Invisibility Purge (if that's what the spell in Desolation of Smaug was supposed to be). Maybe thinking he's 7th level is a tad high. Might JUST be there if you think the Balrog fight used Emergency Force Shield instead of Shield.

I see it as Circle of Protection vs Evil keeping an outsider at bay


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Matt Thomason wrote:

I used to get around this in BECMI D&D by having the focus of high-level Fighters being on running their dominion and having armies to lead. The high-level mage may have an apprentice or two but otherwise all of their power was within them - the Cleric may have an arm of the church but would be constrained by religious limitations, and the Thief might have power within the Guild but would still have to face the fact most of their followers were... well... Thieves, and therefore mostly in it for themselves.

I miss that rule so much :(

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Umbriere Moonwhisper wrote:

Lotr Fellowship

the Hobbits go from 1st level Experts to 4th level PC classed characters with an Expert level tacked on, mixing aspects of fighter and rogue to varying levels

Legolas is a 7th level elven ranger with a few alternate racials and really high stats

Gimli is a 7th level dwarven ranger with a few alternate racials and really high stats

Aragorn is a 7th level half elf ranger with really high stats

Boromir is a Human with 2 levels of fighter and 3 of ranger

Gandalf is a CR 17 Planetar with 7 Wizard levels whom rarely uses both his planetar powers or his wizard spells. he mostly does Deus Ex Machina and the only times he uses his powers, is when no allies are watching, and off screen. gandalf is one of multiple but few planetars with wizard levels and one of few planetars in the world. he soloed a balor offscreen by both using the terrain to his advantage with his wizard intellect, and by going nova or alpha strike.

I can play a game that is exactly like the book/movies, without any one being higher than level 5 and 20 point buy, except for the NPC wizard. As tge Alexanrian article says, people tend to give their heroes high level/stats just because they are cool characters, not because it fits. Aragorn for example, doesn't have 18 str. That's the strongest humans have. Aragorn isn't a body builder. He's more like 16/14/14/10/12/12 or so. Same goes with Gimli. He isn't really an outstanding dwarf. He is not Balin or Durin or Thorin Oak shield.

Actually, thus is a novel about how *common people* stand against evil. They aren't Sigurd or Jason or Gilgamesh, blessed with huge phissical gifts.


aegrisomnia wrote:
Anzyr wrote:
aceDiamond wrote:

I don't know about that. If martials could be able to do that, why would anyone play a caster? I look at it in the opposite direction. Martials should be so antimagic, they bust down Walls of Force no problem. Or at least get bonuses to save against magic effects because come on.

However, I think that your point helped me realize something. The casters in Pathfinder as is are intended to deal with the BBEG's magical defenses, dispelling and counter-spelling as often as possible, while the martials face them in the ring and rain down blows.

Martials tend to be more useless then casters when antimagic field shows up, since casters have animated/called minions that will usually be scarier then a magic item less fighter. Furthermore, its a great chance to fly away (since Ex flight is pretty limited) and hit the Fighter with conjuration spells at the fighter's now significantly reduced statistics.

The problem with casters being there to dispel magic defenses is that it basically amounts to "Magic must fight magic."which can be humorous its largely a reason for the real protagonists who have magic to fight the big bad evil guy while Section 13 (the fighters/rogues) stand around doing nothing.

I'm not sure he's necessarily talking about AMF; sounds more like one of my previous suggestions, actually. That players with a certain number of class levels in fighter (or similar) gets some defenses against magic: bonuses to saves and/or SR. Not that they have to be immune, mind you... just make spell focus and spell penetration mean something. If fighters had +10 to +15 saves vs. magic and 30+ SR* by level 20, while it might not solve all the fighter's problems, it would probably help shift things in the right direction. Not enough? You can make martials more impressive and more reliable without making them anime characters simply by giving them multiple d20 rolls (take the max) at higher levels. All of this can mechanically be explained as follows: in...

Yeah, AMF is... not great.

I was thinking more like counter-spelling or dispelling in fights so the enemy mages can't lay a finger on your hurtbox. Otherwise, you could lay down covering fire to let your brawler take the stage. Seems to me like there are plenty of ways to have good synergy between martials and casters, not just that they're forced to 1v1 brawl all the time.

Plus, yeah, if barbarians get away with such broken magical defenses, why can't the fighter?


What about something like one combat trick at bab 1, 4 and every four thereafter? Full bab characters would get six, three quarter classes would get four and slow bab progression would be three.

You could have them do one specific "thing" and it would scale as you level, similar to a spell or something.


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aceDiamond wrote:
Plus, yeah, if barbarians get away with such broken magical defenses, why can't the fighter?

Fighters can, if they are dwarves aparently.

So it's not a matter of it being overpowered (if it were, they wouldn't give it to dwarves). It's a matter of not giving too much shiny things to fighters, because, you know, they are fighters, and fighters have to be boringly mundane.


Trogdar wrote:

What about something like one combat trick at bab 1, 4 and every four thereafter? Full bab characters would get six, three quarter classes would get four and slow bab progression would be three.

You could have them do one specific "thing" and it would scale as you level, similar to a spell or something.

What about not giving the magus/synthesist/druids/clerics anything else?

Why does every other class have to access to martial's shiny toys? Why not giving combat tricks to classes that do not have spellcasting, and that's it?


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aceDiamond wrote:
I don't know about that. If martials could be able to do that, why would anyone play a caster? I look at it in the opposite direction. Martials should be so antimagic, they bust down Walls of Force no problem. Or at least get bonuses to save against magic effects because come on.

I sat on this thought for a little while, but there are a few obvious answers to your question.

People will play casters because that's the type of character they want to play.

People will play casters because they bend reality over and spank it like a bad little child. This is a separate function from influencing narrative at the table. Casters make wishes come true and call down the very stars from the sky to punish their foes! Rawr! Bend over, reality! I've got you right where I want you!

And finally, in a game where narrative control is somewhat balanced between classes, people will play casters because there are, and SHOULD ALWAYS BE, things that they can do better than everyone else (or good enough as to not matter...remember what I said about the game being balanced in the player's favor in an earlier post)...as long as that list of things isn't 'everything that (x) other class can do today, and a different list tomorrow'

I believe that a fighter, or a barbarian, or a paladin, or a rogue, should be able to rival the legendary characters that we've been told that they were made to model. I believe that NO MATTER WHAT, a straight wizard shouldn't be able to be a better sneak than a straight rogue. I believe that NO COMBINATION OF SPELLS should enable a cleric to lay down the righteous smackdown that a paladin or fighter can bring. I believe that when a high level fighter steps up, he should have the option (because this is a game, and options are good) to be so awesome in his own right that people who have never heard of his name or deeds will realize, immediately, that they are in the presence of a great warrior, and that should have an impact on the story and the dice rolls. You know why? Because those are the things I grew up reading off my parents (and later, my) bookshelves, and watching on TV and Saturday morning cartoons.

And, by jove, yes, a fighter should get some better saves. Because!

:)


Umbriere Moonwhisper wrote:

Lotr Fellowship

the Hobbits go from 1st level Experts to 4th level PC classed characters with an Expert level tacked on, mixing aspects of fighter and rogue to varying levels

Frodo was a Artistocrat not an expert. He was a landowner.

Merry was a Bard at one point (though he only needs 1 bard level): remember his song inspires.


gustavo iglesias wrote:

I can play a game that is exactly like the book/movies, without any one being higher than level 5 and 20 point buy, except for the NPC wizard.

Good luck handling the wraith with at least 7 wizard levels

Spoiler:
whatever he casts on Grond is substantially more powerful than the level 3 Greater Magic Siege Engine to be a drop in the bucket. Since objects have hardness not DR turning the damage magic has no effect so breaking gates it couldn't break before must come from added damage or changing the nature of the damage.
or the 6000 year old great red wyrm or the CR 9 mastadons (explicitly said to be larger than modern elephants)

Face it, you can't compare HP because they're ludicrously abstract. Unless you're running a wounds/vitality system such that a crit with a bane arrow can kill a great red wyrm in one hit, in which case every wound greater than a scratch represents either a hit after vitality is exhausted or a crit directly to WP.

You can't compare spells the way you want to because characters in books aren't super munchkins who always have the opportunity to learn the optimal spells and most fictional worlds that aren't based on D&D just flat out don't have entire subschools of magic.

And frankly trying to defend the Alexandrian only gives publishers an excuse to put out more broken caster splats and they're still going to continue to lock mundane martial abilities like stunning critical behind preposterously high prerequisites because they need to stretch mundane classes to 20 levels.

It's you that needs to recalibrate your expectations if balance is ever going to happen. There's no way you will ever see Paizo boost martials as much as the Alexandrian model expects. Nerfing casters, though, is possible. They can be dropped down to what he calls "heroic" without losing their identity. Get rid of some of the AC boosting magic (and arbitrarily high natural armor values) in favor of a general scaling defense bonus so touch attacks don't become automatic and kill the notion that nonmagical classes ever have any business having weak saves and things suddenly get a lot more fair. Then it's just a matter of getting rid of setting poison like receiverless teleport and nerfing the bleep out of perennially broken stuff like minion necromancy and summoning.


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Umm... the dragon was killed by a GMPC and a bizarre use of critical hit rules (probably that damn deck). CR 9 Mastodons are appropriate challenges for a party of 5th level adventurers. Finally, Wizard is a non-associated class for wraiths, so giving a Wraith 7 Wizard levels result in a CR 8.5 encounter, ie. perfectly appropriate for a party of 5th level PCs.(I treat the protagonists as 6th level personally, since they are epic as in E6, which is represented by being 6th level.)

I think that maybe Paizo will realize how useless martials are, accept that things like RWBY more accurately portray what people want from mid tiered martials. And then once we do that we can nerf some problem spells. Everyone wins! Especially martials.


Atarlost wrote:


Good luck handling the wraith with at least 7 wizard levels** spoiler omitted ** or the 6000 year old great red wyrm or the CR 9 mastadons (explicitly said to be larger than modern elephants)

Note that Create Wondrous Items is a feat that only requires 3rd caster level.

Also note that the mastodons where not fought in single combat, and neither did they run up to Smaug and smite it.

Quote:


It's you that needs to recalibrate your expectations if balance is ever going to happen. There's no way you will ever see Paizo boost martials as much as the Alexandrian model expects.

No reason to disregard how the system works in some vain hope that just by being willfully ignorant paizo will change its design.


Kthulhu wrote:


In Pathfinder. This discussion has largely ignored the fact that Pathfinder monsters are not always exact duplicates of Middle-Earth monsters that happen to share the same names. (Nathanael Love excepted, who seems to be the only other person to realize that Sauron's most trusted lieutenant that has DR 500/woman would probably translate so something more intimidating that a CR 5 wraith.)

I didn't read this the first time.

Well, the thing is: it translate ok. A cave troll like the one shown in Moria (a young one btw) is rougly challenge rating 5. A bunch of gondor soldiers could take it down with cassualties. That's why it is CR5. If it were a CR14 troll, it'll destroy entire batallions. A pair of them are a match against a dragon. Two cave trolls like one in the film have nothing to do against a dragon.

No matter how you paint them, the enemies in LOTR match exactly those described, becsuse they are exactly that kind of threats. The only reason to not have Shelob to be an ogre spider, is because you want Samwise to be high level, that's it. Other than that, it is a perfect match. Has the right size, right strength and right ability. It is a CR5 enemy, maybe 6 if you add the advanced template, but she is not a CR 14 leng spider.

Same with the wight, or the wraith. They don't show any ability that make you to think they are something better than a incorporeal spirit that drain level with his touch, really. Sure, they are widely feared. Which is normal, because every one else is below level 4 and very few people has magic weapons.

Take a look to the kind of monsters that are high CR in pathfinder. Pyrohydras, dragons, angels, huge elementals, devils... Do you really see the fellowship being a match for those challenge? They'll do against tgem just like they did vs the Balor. Run fools, run. They are a match, however, for CR 5. Trolls, Ogre spiders, wights, wraiths, dire wolves... those fit perfectly


Atarlost wrote:
gustavo iglesias wrote:

I can play a game that is exactly like the book/movies, without any one being higher than level 5 and 20 point buy, except for the NPC wizard.

Good luck handling the wraith with at least 7 wizard levels** spoiler omitted ** or the 6000 year old great red wyrm or the CR 9 mastadons (explicitly said to be larger than modern elephants)

The Dragon is exactlu that, a red wyrm. Which can't be defeated by the party, period. There's no chance they beat smaug in a fight. It's solved by an NPC with a dragon slaying arrow. Oliphants can be elephants with the giant template. And Grond is a magical item itself.

Quote:


It's you that needs to recalibrate your expectations if balance is ever going to happen. There's no way you will ever see Paizo boost martials as much as the Alexandrian model expects. Nerfing casters, though, is possible...

That's just like... your opinion, man.


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Never mind the Alexandrian or Tolkien; I'd like my high-level martial to do what the Irish hero Cú Chulainn can do in the Táin Bó Cúailnge (11th-12th c.). At 17, he singlehandedly fights the armies of three of the provinces of Ireland to a standstill. At night, he slings rocks across the countryside, that some whistling in like bombs to slay champions in a single hit. He can throw a spear with his foot so that it automatically kills anything it hits, tearing through its body so that his servant needs to fillet the corpse to get it out. He cuts the tops off of mountains with his sword. He is so fierce that an actual light shines from him and blinds his enemies. He fights a goddess and wins. When women look at him, they abandon their husbands. His reflexes are so awesome that, after he's dead, his corpse cuts the arm off of a guy who touches his body.

That's a high-level martial.


Matt Thomason wrote:

I used to get around this in BECMI D&D by having the focus of high-level Fighters being on running their dominion and having armies to lead. The high-level mage may have an apprentice or two but otherwise all of their power was within them - the Cleric may have an arm of the church but would be constrained by religious limitations, and the Thief might have power within the Guild but would still have to face the fact most of their followers were... well... Thieves, and therefore mostly in it for themselves.

Only the Fighter would have that power to stand as a peer against other rulers. Only the Fighter would have that power to influence entire nations. The Fighter would be the one that could commandeer a ship from their fleet if the characters needed one, would have the resources to set up a guarded base camp in a remote location, and so forth.

Sure, any character could technically run a dominion (and often did), but I always gave Fighters the equivalent of an unwritten Ruler feat that would mean they'd end up with more people flocking to them to live under their (hopefully benevolent, although not necessarily) rule and armies that would be inspired just by having them standing in the vanguard.

That's the type of power I'd like to see for core martials - power over others, rather than innate power. I've nothing against having additional options allowing people to tailor those characters in more fantastic ways, but I also believe there's always a place for a default "I'm just a guy who can fight really, really well - so well that people will fall in beside me without question" martial character. Equally, I've nothing against having new martial classes that use various other forms of power - I just wouldn't want to see the "normal guy" option disappear.

I want to rebutt this idea. While in some cases, this might be a cool concept, in many it's more restrictive, RP wise, than helpful. For most cases, I don't want to control armies. One of the big things I like in RPGs is having a small 4-5 person band take on an epic adventure on their own. It's a big reason I don't take Leadership, even were it not banned at every table. I want my fighter to be powerful by himself, not because he can control an army. And if I do want that power, then the rules should support that, but they already do with stuff like mass combat rules and kingdom building rules. But that is very campaign dependent. Think about most APs. Most APs wouldn't support that type of ability, and the big one that does is kingmaker, which already has kingdom building and mass combat rules.

From the other side of the table, as a DM, this would just be a nightmare. Along side having to worry about Plane Shift-level spells, I also have to worry about how the Fighter could use their Army. And if it's a campaign that wouldn't support even having a regiment at the fighter's command, let alone an army, then I've just blanked a big part of the fighters' class features. My ideas for design goals for martial fixes would be such that they're not so campaign dependant, and can be reasonably used in every campaign (or at least the vast majority; there always will be exceptions for certain non-standard games). I'd want to ensure that the changes weren't just combat, but were I to do something that relied on the ability to gather an army, I'd make it much more like: "A fighter gains a bonus equal to half his fighter levels on diplomacy checks to gather together people to fight for him" or something like that.


Kirth Gersen wrote:

Never mind the Alexandrian or Tolkien; I'd like my high-level martial to do what the Irish hero Cú Chulainn can do in the Táin Bó Cúailnge (11th-12th c.). At 17, he singlehandedly fights the armies of three of the provinces of Ireland to a standstill. At night, he slings rocks across the countryside, that some whistling in like bombs to slay champions in a single hit. He can throw a spear with his foot so that it automatically kills anything it hits, tearing through its body so that his servant needs to fillet the corpse to get it out. He cuts the tops off of mountains with his sword. He is so fierce that an actual light shines from him and blinds his enemies. He fights a goddess and wins. When women look at him, they abandon their husbands. His reflexes are so awesome that, after he's dead, his corpse cuts the arm off of a guy who touches his body.

That's a high-level martial.

I suppose since you're running a custom system and therefore homebrewing all your content anyways you can have that.

People using a published system in order to not have to write all of their own content can't and trends say they never will.

And, frankly, Cu Chulainn is not a martial character. He's a god hastily disguised so the Catholics wouldn't suppress his stories. I wouldn't let a wizard or cleric get away with most of those. Any except the aura of blinding light, really, and that with a short duration. Why would a fighter or barbarian not restricted by spell slot limits get them? Goddesses shouldn't even have stat blocks that make victory over them theoretically conceivable.

If Cu Chulainn is balanced in Kirthfinder I worry to see how you've buffed wizards.


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Atarlost wrote:
Kirth Gersen wrote:

Never mind the Alexandrian or Tolkien; I'd like my high-level martial to do what the Irish hero Cú Chulainn can do in the Táin Bó Cúailnge (11th-12th c.). At 17, he singlehandedly fights the armies of three of the provinces of Ireland to a standstill. At night, he slings rocks across the countryside, that some whistling in like bombs to slay champions in a single hit. He can throw a spear with his foot so that it automatically kills anything it hits, tearing through its body so that his servant needs to fillet the corpse to get it out. He cuts the tops off of mountains with his sword. He is so fierce that an actual light shines from him and blinds his enemies. He fights a goddess and wins. When women look at him, they abandon their husbands. His reflexes are so awesome that, after he's dead, his corpse cuts the arm off of a guy who touches his body.

That's a high-level martial.

I suppose since you're running a custom system and therefore homebrewing all your content anyways you can have that.

People using a published system in order to not have to write all of their own content can't and trends say they never will.

And, frankly, Cu Chulainn is not a martial character. He's a god hastily disguised so the Catholics wouldn't suppress his stories. I wouldn't let a wizard or cleric get away with most of those. Any except the aura of blinding light, really, and that with a short duration. Why would a fighter or barbarian not restricted by spell slot limits get them? Goddesses shouldn't even have stat blocks that make victory over them theoretically conceivable.

If Cu Chulainn is balanced in Kirthfinder I worry to see how you've buffed wizards.

I'm guessing wizards are buffed by being able to casually twist reality to their whim, like they've already been able to do since 2000.


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A high level wizard is most assuredly still very capable of making Cu Chulainn look a a chump I promise. And he most certainly is a martial character albeit a high level one. Honestly... Goddesses and Gods should probably be statted up as 20th level characters, since Wizards can do a good job mimicking if not outright out doing most real world deities at that level. I mean I can easily replicate Zeus with a 13th level Druid and even that is probably giving him to much credit. The problem is that Fighter are still playing Mr. 5-6th level Fighter aka Gimli/Aragorn, while the Casters have been playing Zeus and are eyeing up seeing if they can make all religions look weak.


gustavo iglesias wrote:
Trogdar wrote:

What about something like one combat trick at bab 1, 4 and every four thereafter? Full bab characters would get six, three quarter classes would get four and slow bab progression would be three.

You could have them do one specific "thing" and it would scale as you level, similar to a spell or something.

What about not giving the magus/synthesist/druids/clerics anything else?

Why does every other class have to access to martial's shiny toys? Why not giving combat tricks to classes that do not have spellcasting, and that's it?

Honestly? Because they are martials to an extent, and if they are martials they should benefit from a system that functions off of base attack. Not to mention the fact that combat tricks would likely scale in effect based on base attack bonus, meaning the 4 combat tricks a 3/4 bab class would get are only going to improve at +6 bab and +11 bab.

A fighter or a barbarian would have more combat tricks at a faster rate, and the specific effects of those tricks would improve at +6,+11,+16, and +20 bab. Each trick would be batter on a full bab class and they would 33% more than 3/4 bab classes.

Casters would get 3 combat tricks and they would improve at +6 bab. That is definitely a boon that they didn't have before, but it is a consequence of basing a mechanic off the Base attack bonus.

Also, I think I just ripped this out of Kirth's playbook for feats and called it something else because feats in Pathfinder have been weakened as part of the design concept. Instead of replacing them, which would require a rewrite, I suggest the combat trick as an alternative. Feats would then function as they do currently, which is to say, they do very little and that seems to be the design paradigm.


I like this idea largely because combat tricks could be used to achieve actual character concepts in one shot instead of piecemeal. I could imagine combat tricks that define how you want your character to act in combat and have it work straight away, allowing character concepts to spring up fully realized(or at least adequately realized).


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Trogdar wrote:
gustavo iglesias wrote:
Trogdar wrote:

What about something like one combat trick at bab 1, 4 and every four thereafter? Full bab characters would get six, three quarter classes would get four and slow bab progression would be three.

You could have them do one specific "thing" and it would scale as you level, similar to a spell or something.

What about not giving the magus/synthesist/druids/clerics anything else?

Why does every other class have to access to martial's shiny toys? Why not giving combat tricks to classes that do not have spellcasting, and that's it?
Honestly? Because they are martials to an extent, and if they are martials they should benefit from a system that functions off of base attack. Not to mention the fact that combat tricks would likely scale in effect based on base attack bonus, meaning the 4 combat tricks a 3/4 bab class would get are only going to improve at +6 bab and +11 bab.

And this is how Tweet & Monte Cook botched the Martial classes, giving Feats to everybody. :(.

Martial classes should have things than spellcasters don't. Just like spellcasters have things that martials don't (spells). It's hard enough to achieve balance without homogeneity: if a group takes A, and the other group takes B, as A =/=B, is very probable that A>B or A<B in some fashion. However, if one group takes A, and the other group takes A+B, it's impossible to get any resemblance of equity.

Martials and casters don't need to share the same mechanic, that's where 4th edition failed. They can have different mechanics. However... each of them need to have unique mechanics. Keep something for martials that is martial only.

Just imagine how different the game could be if only martials could, say, use power attack. Suddenly, druids in bear form rely more in spells to remain competitive in damage. That alone would make fighters close the gap a bit. Imagine if only martials could have access to improved trip, or whirlwind, or spring attack (and make those less taxed). There you go. A magus can mirror image and teleport, and a druid can shapshift and heal, but the fighter can move without provoking, attack everybody in 5' and do extra damage trading with to-hit bonus. Is the pure martial class still below par compared to druid and magus? Probably, because of spell versatility. But... at *least* they have something that is only theirs.


Kirth Gersen wrote:

Never mind the Alexandrian or Tolkien; I'd like my high-level martial to do what the Irish hero Cú Chulainn can do in the Táin Bó Cúailnge (11th-12th c.). At 17, he singlehandedly fights the armies of three of the provinces of Ireland to a standstill. At night, he slings rocks across the countryside, that some whistling in like bombs to slay champions in a single hit. He can throw a spear with his foot so that it automatically kills anything it hits, tearing through its body so that his servant needs to fillet the corpse to get it out. He cuts the tops off of mountains with his sword. He is so fierce that an actual light shines from him and blinds his enemies. He fights a goddess and wins. When women look at him, they abandon their husbands. His reflexes are so awesome that, after he's dead, his corpse cuts the arm off of a guy who touches his body.

That's a high-level martial.

Do keep in mind that Cú Chulainn was a demigod like Hercules was.

For the most part, the martials played in D&D and Pathfinder are mortals.


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Demigods in most ancient cultures were essentially high level characters.

The idea that demigods need to be epic level is part of the problem. We need to divorce the idea of what martial can do from reality, in the same way that magic-users already are, and the way that ancient heroes were.

Any character of 15+ level is already world-changing in scope of power. To normal people, they are demigods. They are essentially Superman-scale superheroes within their worlds. Based on the stories of Hercules there's no reason to think that he couldn't be modeled as a 15th level character with a really high strength.


Icyshadow wrote:
Kirth Gersen wrote:

Never mind the Alexandrian or Tolkien; I'd like my high-level martial to do what the Irish hero Cú Chulainn can do in the Táin Bó Cúailnge (11th-12th c.). At 17, he singlehandedly fights the armies of three of the provinces of Ireland to a standstill. At night, he slings rocks across the countryside, that some whistling in like bombs to slay champions in a single hit. He can throw a spear with his foot so that it automatically kills anything it hits, tearing through its body so that his servant needs to fillet the corpse to get it out. He cuts the tops off of mountains with his sword. He is so fierce that an actual light shines from him and blinds his enemies. He fights a goddess and wins. When women look at him, they abandon their husbands. His reflexes are so awesome that, after he's dead, his corpse cuts the arm off of a guy who touches his body.

That's a high-level martial.

Do keep in mind that Cú Chulainn was a demigod like Hercules was.

For the most part, the martials played in D&D and Pathfinder are mortals.

Beowulf wasn't a demigod, nor was Achilles.

Cu Chulain and Hercules simply took the Religious Trait "divine birth", which makes them very strong. Others like Sigurd or Achilles took the magic trait "bathed in a mystic liquid that gives you huge natural armor", while Jason and Beowulf took the combat trait "frankly awesome in combat". That's not really important, though. It's just background, like Aragorn being descendant of ancient Dúnedain kings and having a heirloom broken sword waiting for him. Just like a player can, right now, take "magical lineage" and be awesome at magic, other player could take "martial lineage" and be awesome at fighting. Just like a player can decide he's descendant of dragons (which gives him access to the proper prestige class) some other could decide he's descendant of divine beings, with access to other different prestige class (or just descendant of dragons too, but access to a prestige class that is martial in nature). Arcane characters have access to very powerful backgrounds, like bloodlines, oracle revelations, and such. There's no reason why martial characters *have* to be the son of a carpenter and a washerwoman, born in a farm, with cool-factor 0


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Icyshadow wrote:
Kirth Gersen wrote:

Never mind the Alexandrian or Tolkien; I'd like my high-level martial to do what the Irish hero Cú Chulainn can do in the Táin Bó Cúailnge (11th-12th c.). At 17, he singlehandedly fights the armies of three of the provinces of Ireland to a standstill. At night, he slings rocks across the countryside, that some whistling in like bombs to slay champions in a single hit. He can throw a spear with his foot so that it automatically kills anything it hits, tearing through its body so that his servant needs to fillet the corpse to get it out. He cuts the tops off of mountains with his sword. He is so fierce that an actual light shines from him and blinds his enemies. He fights a goddess and wins. When women look at him, they abandon their husbands. His reflexes are so awesome that, after he's dead, his corpse cuts the arm off of a guy who touches his body.

That's a high-level martial.

Do keep in mind that Cú Chulainn was a demigod like Hercules was.

For the most part, the martials played in D&D and Pathfinder are mortals.

So were most wizards/witches/other spellcasters, so there's that...


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Detect Magic wrote:
Kolokotroni wrote:
How should a martial character who is restricted to the laws of the universe, function on an level footing with characters that are not. This is an honest question, not an accusation. It can be done, but there has to be an idea of HOW it should be done. It high levels, you are essentially the green arrow playing in a game with the green lantern.
My opinion: don't expect to be as game-breakingly powerful as a wizard if you're playing a fighter. Let the wizard have some of the glory. Play your part and don't try to compete with the wizard. You're still contributing to the group even if you're not bending space and time. Be a fighter; it's okay. Next time play a wizard if that's what you wanna do, but remember: D&D/Pathfinder is a group game (you should be having fun as a group).

This is everything wrong with Dungeons and Dragons/Pathfinder.

If breaking physics is okay for one class, it is okay for another. This cannot be a two way street.

As for what the fighter needs... activated abilities that provide ways to impact the battlefield in meaningful ways. The "Arcana Pool" mechanic of the Magus has appeared on other characters (Monk's Ki Pool, etc) and that's a good place to start. To start, not end. 9 levels of "casting" is where it should end. And, yes, a 9th level spell should fell a Terrasque just like a Wizard's 9th level spell wishes it dead.


Icyshadow wrote:
For the most part, the martials played in D&D and Pathfinder are mortals.

They're most assuredly mortals... until 5th level or so. Then they start to gradually leave that behind. By the mid-teens, D&D/PF characters ARE demigods, regardless of how you fluff their non-divine births. Accepting and embracing that is what this is all about.

Alternatively, if we want everyone to stay mortal through 20th level, the system still needs to be adjusted. Most spells over 4th or 5th level will have to go away. Hit points enabling you to fall from an airplane in flight and land on your feet without losing a beat will have to be scaled back. Etc.

Frankly, it seems to me like a lot more work to stretch non-demigod play out for 20 levels, than it is to just fully bring the martials into the "demigods club" their caster friends already get to join.


heyyon wrote:
As for what the fighter needs... activated abilities that provide ways to impact the battlefield in meaningful ways. The "Arcana Pool" mechanic of the Magus has appeared on other characters (Monk's Ki Pool, etc) and that's a good place to start. To start, not end. 9 levels of "casting" is where it should end. And, yes, a 9th level spell should fell a Terrasque just like a Wizard's 9th level spell wishes it dead.

Technically the magus took the monk's Ki pool (though it's not like he was doing anything useful with it until the qinggong monk came out), but I agree. Some people seem to have problems giving martials a '[blank] point' system, for some reason, but there are ways around this. My preferred way to do it would be a dice pool system, and have, each time you attempt a maneuver, you roll a die against a target number (which may or may not vary depending on the maneuver itself). If you fail the roll, you still attempt the maneuver, but lose the die (or it drops to the next lower die size; this would require playtesting to get it right).

This way, it's not a set number of uses/day, which is an issue a lot of people have with giving martials a '[blank] pool' and there's some risk involved, in terms of losing a die, or having it drop to the next lower size, which would be a greater loss than just a ki point, proportionally. But more importantly, it allows something beyond the full-attack paradigm, without making that thing the thing done every round, because it's limited. And there's also the potential for a risk-reward type of thought, since a maneuver with only a 2+ target number, if your die pool has d6s, will lose the die only 1/6 times, but will be weaker than a maneuver with 4+ target number, which will lose the die half of the time.

It has some problems of its own, specifically that not everyone wants more complex martials, but I'd see this as a Tome of Battle type of add-on.

RPG Superstar 2012 Top 16

Kirth Gersen wrote:
Icyshadow wrote:
For the most part, the martials played in D&D and Pathfinder are mortals.

They're most assuredly mortals... until 5th level or so. Then they start to gradually leave that behind. By the mid-teens, D&D/PF characters ARE demigods, regardless of how you fluff their non-divine births. Accepting and embracing that is what this is all about.

Alternatively, if we want everyone to stay mortal through 20th level, the system still needs to be adjusted. Most spells over 4th or 5th level will have to go away. Hit points enabling you to fall from an airplane in flight and land on your feet without losing a beat will have to be scaled back. Etc.

Frankly, it seems to me like a lot more work to stretch non-demigod play out for 20 levels, than it is to just fully bring the martials into the "demigods club" their caster friends already get to join.

Hit points isn't a problem, if you go ahead and explain that hit points from class levels are inherently wondrous in and of themselves.

The ability to fall from a plane, get up and walk away is 'magical' in every sense of the word. People gaining hit points are gaining inherent magical strength that enables them to avoid the greatest portion of actual physical injury.

The difference between PC's and most monsters is that for many monsters, hit points are 'substance'. They really are just that bloody tough and hard to kill. You have to do incredible amounts of physical harm to them before you break them.

For PC's, fighting a PC is an exercise in frustration for most monsters. That 50 point 'hit' that would claw a huge gouge in a rival dragon takes a few hairs off the beard of the dwarf as he steps aside. The mashing club that can crack a boulder just drives them down to a knee for a second. It's like, WTF is up with these guys? Why can't I land a clean hit and just squish them?

It's the realization that such things ARE magical that makes the difference between PC's and us. Really, the idea that hit points are NOT MAGICAL is funny in and of itself. It's one reason why you should really play with a Wounds/Vitality system...once it's plain that Wounds is you, and Vitality is all that magical protection against harm you have from having a soul that is that damn awesome, suspension of disbelief becomes a lot easier.

==Aelryinth


Kirth Gersen wrote:
That's a high-level martial.

Awesome visuals, but I do have one problem..well, maybe more than one, but I think it boils down to one problem with this.

Martials already fight well enough (*). Almost everything that you ascribed to Cú Chulainn is a feat of amazing martial prowess, and it's been demonstrated that with a PhD in System Mastery (SYM-603 Making Monks Rock is an optional course for the degree) you can make martial characters of any class that can already perform feats of amazing martial prowess.

I don't need my fighter to fight better (**), because if he fights better, then there's less incentive to make him useful in any other situation. He's the Best Damn Fighting Class There Is, and if you expand outside that role, you start to run into possibility of the cleric/wizard/druid problem that we face, just in reverse.

I want to see fighters shake off spells by sheer force of personality (reliably!). I was to see a paladin consecrate the ground he walks on, just by virtue of his grace. I want to see a ranger that is all but undetectable in his element (by any means). I want to see a rogue/ranger make a staircase out of arrows and run up a wall (not anime...LEGO games :) ) A martial built for intimidate should be able to manifest the same kind of terrifying aura that a dragon can....I mean, why not?! He's probably wearing armor taken from a dragon's hoard! I want a barbarian to be able to grab ahold of reality and rip it open (or pull it closed). Or a monk to deflect a dragon's bite (well, they used to be able to...).

What I want is cool, meaningful, options that are available to all classes so that no player ever has to feel useless unless they deliberately set out to be useless.

Don't try to tell me that's the way it works now. It's not. Untrained skill checks and non-class skills do not keep up with level appropriate DC's IN MY EXPERIENCE. Either a skill check is balanced so that everyone can do it (DC 10), or it's setup so that someone specialized in the skill will be challenged (and nobody else even need bother to try) (DC >=15+level, varies depending on the targetted class...IME, DMs just point to the skillful person and say 'roll 15+' and nobody else is even permitted a chance without argument). Failed saves and stupid monsters (ghouls) put people out of fights completely. In order to cover the PROBABILITY of being dead weight, you have to expend character resources in an attempt to patch holes, and the amount of resource expended varies greatly based on the class, from LOTS to very few, and those resources have to be taken from the pool of 'wow, I want to do Neat Things' when it comes to any feat-based class.

EDIT: oops, forgot my footnotes

(*) Remember my previous post that 'we're doing it wrong'. The game is not balanced around hyperspecialization. It's balanced around filling holes and actually taking some time to realize those feat combos and not trying to break or game the system.

(**) I would like to see martial combat, at least for specialist classes, divorced from the full attack paradigm. I think that it contributes to less-fun table time. That said, the full attack is arguably well supported by fiction and source material. I just no longer believe that it's good for the game.


Aelryinth wrote:
For PC's, fighting a PC is an exercise in frustration for most monsters. That 50 point 'hit' that would claw a huge gouge in a rival dragon takes a few hairs off the beard of the dwarf as he steps aside. The mashing club that can crack a boulder just drives them down to a knee for a second. It's like, WTF is up with these guys? Why can't I land a clean hit and just squish them?

Eeh... Kinda... Not really...

A character with enough HP can stand still in a pool lava inside a volcano in a dead magic plane and do nothing... And not only he will survive, but also walk away without any problems. There is no luck, magic or skill there... Just toughness. Similarly, a giant snake's bite attack still forces the character to make a Fort save to resist injury poison, no matter it deals 3 points of damage or 3000.

Personally, I prefer to think of HP it as a mix of luck, skill, fatigue, physical toughness, etc. It's more cinematic and, IMO, more interesting. But from a rules perspective, hp is treated as if it were plain physical toughness.


Zilvar2k11 wrote:
Martials already fight well enough. Almost everything that you ascribed to Cú Chulainn is a feat of amazing martial prowess.

I agree, without reservation, with 95% of your point, and the remaining 5% is a result of lack of context in my post.

Cú Chulainn's superhuman martial prowess doesn't just let him win fights.

It lets him drive the story.

Once he gets involved, nearly everything that happens in the epic is a result of his actions, abilities, and decisions. The whole plotline would be radically different if he'd been weaker, or hadn't shown up. Just like, in D&D, a cleric can plane shift the whole party out of the dungeon, heal them all, and then learn the bad guy's plans through divination -- instead of slogging through the rest of the dungeon. As written, spells have the capacity to derail the whole story and force it to re-commence on the caster's terms. Martial abilities don't -- but I believe that, at high levels, they should.

When Cú Chulainn wipes out an army, it forces his enemies to abandon their goals, recruit allies, and adopt all kinds of outlandish strategies to try and deal with him. One can claim that fighting well in D&D does the same thing -- but in practice it doesn't, because there aren't any guidelines at all for that sort of things, and it's all left to hand waving. Spells have actual rules dictating how they change the narrative. Martial abilities need the same.

And they'll never get them if the limit to martial abilities is "hits one guy with a stick."


Lemmy wrote:
Personally, I prefer to think of HP it as a mix of luck, skill, fatigue, physical toughness, etc. It's more cinematic and, IMO, more interesting. But from a rules perspective, hp is treated as if it were plain physical toughness.

I prefer to refer to the idea of proportional damage implied in the 3.0 PHB. IMO, environmental damage is the only thing that really isn't covered well.

We already know (as you agree with) that every single hit does real damage. It has to, or fort saves vs poison don't work anymore (what, I gotta make a poison save but my Magical Awesomeness kept me from taking damage? wtf?) We also have a couple lines of text that say that 4 hp of damage to a level 1 fighter is about as damaging as 40 hp of damage to a level 10 fighter.


Zilvar2k11 wrote:
Lemmy wrote:
Personally, I prefer to think of HP it as a mix of luck, skill, fatigue, physical toughness, etc. It's more cinematic and, IMO, more interesting. But from a rules perspective, hp is treated as if it were plain physical toughness.

I prefer to refer to the idea of proportional damage implied in the 3.0 PHB. IMO, environmental damage is the only thing that really isn't covered well.

We already know (as you agree with) that every single hit does real damage. It has to, or fort saves vs poison don't work anymore (what, I gotta make a poison save but my Magical Awesomeness kept me from taking damage? wtf?) We also have a couple lines of text that say that 4 hp of damage to a level 1 fighter is about as damaging as 40 hp of damage to a level 10 fighter.

In The Ghost King by Salvatore...he has a passage of a high level monk, Danica, falling off a cliff. She does her monk thing of slowing her fall and then backflipping into a large pine tree off the wall, using it to slow her fall the whole way then tries to roll with it and os left near death, broken but still alive. I guess that damage could be somewhat explained like sword damage can be (graze, or small cutd wearing them down). Dunno about the lava though.


ShadeOfRed wrote:
In The Ghost King by Salvatore...he has a passage of a high level monk, Danica, falling off a cliff. She does her monk thing of slowing her fall and then backflipping into a large pine tree off the wall, using it to slow her fall the whole way then tries to roll with it and os left near death, broken but still alive. I guess that damage could be somewhat explained like sword damage can be (graze, or small cutd wearing them down). Dunno about the lava though.

Systemic problem, IMO. I think that someone got lazy and decided that environmental damage should be handled with hit points. Lava shouldn't be hit point damage. Falling shouldn't be hit point damage. They should be sliding scales of stat damage and saving throws based on how cinematic you want the game to be.

But hit point damage is what we have, so I just sigh and ignore it. :)


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Kolokotroni wrote:
...

I wrote before about what the designers of World of Warcraft consider "balance" to mean.

Quote:

When a player logs in to one of his or her characters, the player should think, "This character is so cool! I can't believe the game designers are letting me get away with this."

Every character, at every level, should somehow shine: be unique, be especially useful, be the best at something, be oddly powerful, have a special kind of fun.

A character is balanced when thinking about it creates a big expectation of fun.

Lots of people demand a different definition of "balance" that would somehow compare characters or put them in competition. This is nonsense. People play WoW to have fun. That's the bottom line, so fun is the appropriate thing to balance, and the only thing that can be meaningfully balanced.

In other words, the game is the most fun when the PCs should function as a team while also making each other a bit jealous about what each can do.

I would reword Kolokotroni's original post as What could martial characters do that would make other PCs think "Ooo! I wish I could do that. Maybe my next new character..."

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