Which rules (if any) do you find absurd and / or unnecessary?


Pathfinder First Edition General Discussion

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Zhayne wrote:
This also gets compounded with the abstraction of HP. Losing HP doesn't necessarily mean physical damage was done...

Trivially easy to disprove. Injury poisons always call for a save, regardless of how much damage they inflict, ergo some damage MUST have been done.

On that tangent, I find the 'Cure (light/moderate/severe/critical)' line of spells to be absurd. 1d8+X hp is not a 'light wound' to a commoner, and is trivial to the point of laughter for an ancient wyrm.

Likewise, I find the idea of HP damage from environmental effects to be laughable and absurd. Environmental damage should be handled as status effects and stat damage (as applicable).


Jaelithe wrote:
Zhayne wrote:
Oh Celestia ... the returning weapon ability and all the garbage around it with timing and having to wait a round and ... gah ...
I wonder if that's an outgrowth of the rule-makers having Marvel Thor's interaction with Mjolnir in the back of their minds.

Probably. Not denying that it makes a degree of sense, but it's really annoying and doesn't do much to make thrown-weapon characters viable. Heck, I may just go the 4e route on this and say any magical thrown weapon automatically returns.


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Zilvar2k11 wrote:
Zhayne wrote:
This also gets compounded with the abstraction of HP. Losing HP doesn't necessarily mean physical damage was done...
Trivially easy to disprove. Injury poisons always call for a save, regardless of how much damage they inflict, ergo some damage MUST have been done.

This is why I said 'doesn't necessarily mean', not 'never means'.


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Could work Zhayne, though I'd be more prone to just giving martials inherent enhancement bonuses applied to weapons they wield. That way the average knife thrower/javelin tosser can just carry around a wad of them as thematically appropriate, but you can always slap returning on a Named Weapon (à la Mjolnir etc, one that's a significant part of the character and is bound to have other distinct magical qualities) to make it come back immediately once thrown.


Zhayne wrote:

Oh Celestia ... the returning weapon ability and all the garbage around it with timing and having to wait a round and ... gah.

It comes back immediately, and you can throw it again immediately if you have another attack coming this round.

Seconded; the way returning weapons work essentially makes throwing weapon builds completely nonviable once you get to a level where magic weapons are expected PC gear.


Things I have come to find absurd:

  • Having both natural armor and armor in the game and the fact that they stack. If I managed to bypass the plate armor you are wearing but not bypass your scales/skin/aura then why bother including the plate armor? This one just doesn't make sense to me. Either way it is armor, so why not just have one armor score and go with which ever is highest? Cut down on the numbers.
  • 20+ bonus types...why? Can't we just simplify things and lump them together as race, class, arcane, and divine bonuses? Makes things much simpler than having deflection, natural armor, luck, profane, holy, enhancement, etc.
  • (This started with 3.0) Just about everything about monsters. We have what, at first glance, looks like a really neat thing: monsters work like characters...except they don't. How does a monster take levels (HD) in monster (if this was Monsters Inc. it would be a different story)? Why do monsters have separate attack types and actions that work differently from weapons? Why do they have different hit die types not by class/function but by the race itself? Do we really need all of these separate rules for monsters?
  • (This applies to many RPGs) Attributes - why do we go through a lot of effort to generate a number (the attribute score) just so we can generate another number (the attribute modifier)? Why not just generate the modifier?
  • Schools of magic - they were clunky in AD&D, more clunky in 3.X and baked-in clunky in Pathfinder. I would just as soon get rid of them.
  • The 3.X and Pathfinder skill system - this is not so much absurd, as I am confused as to its purpose. What are we trying to emulate? Everything a character knows? All of their specialized knowledge? The unique things they know? I feel like it was created without deciding what exactly it's purpose was and therefore kind-of-sorta-tries to be both.
  • Wizards can fly around and still cast earth-shattering/reality-altering spells but a dude with a sword can't run up and try to hit a dude more than once
  • Shields, why do they suck?
  • Exotic weapons, why do they exist and why do we spend a feat to be proficient with them? Wouldn't the list of exotic weapons be based off the campaign setting? Aren't kamas and sickles the same thing?

RPG Superstar 2008 Top 32

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Aaron Whitley wrote:

Things I have come to find absurd:

[list]
  • Having both natural armor and armor in the game and the fact that they stack. If I managed to bypass the plate armor you are wearing but not bypass your scales/skin/aura then why bother including the plate armor? This one just doesn't make sense to me. Either way it is armor, so why not just have one armor score and go with which ever is highest? Cut down on the numbers.
  • I'm guess because the guy with armor and scales is harder to stab than the guy with just armor, which makes sense. But then, if that were true, mage armor would stack with armor, which isn't true.

    So yeah, this is weird sometimes, in that the game allows certain things to stack because they make sense that way and don't matter for PCs, but then other things don't stack in a largely gamist way because it would make things too easy for PCs.

    Aaron wrote:
  • 20+ bonus types...why? Can't we just simplify things and lump them together as race, class, arcane, and divine bonuses? Makes things much simpler than having deflection, natural armor, luck, profane, holy, enhancement, etc.
  • I like having a bunch of bonus types: It gives room for some things to stack without letting everything stack.


    I'm kind of of the mind that sentient humanoid-ish creatures needn't have super amounts of natural armor in most cases. It's pointless and like Set has pointed out, the moment lizardfolk or troglodytes or pretty much any humanoid with lots of natural armor dons some real armor they become really tough. Since I'm a big proponent of sentient creatures not acting stupid, this is one of the things that can crop up in a game.

    For example, if you encounter a troglodyte in my games, expect their warriors to do things like don some armor, even if it's nothing but some leather or studded leather. If it happens to be chain-mail or similar you can expect something like 22 AC without anything but armor and natural armor. That's pretty potent AC for what amounts to a CR 1-2 creature. :P

    I don't think it's a problem with natural armor so much as it is an issue with creature design. I don't mind certain giant brutish creatures of legend having tons of natural armor (dragons, hydras, and similar things spring to mind) but y'know, I think a lot of beasties should probably have less natural armor and just be bigger damage sponges.


    Zhayne wrote:
    Zilvar2k11 wrote:
    Zhayne wrote:
    This also gets compounded with the abstraction of HP. Losing HP doesn't necessarily mean physical damage was done...
    Trivially easy to disprove. Injury poisons always call for a save, regardless of how much damage they inflict, ergo some damage MUST have been done.
    This is why I said 'doesn't necessarily mean', not 'never means'.

    And I stand by 'must always mean', otherwise you have different conceptual visualizations for sword chopping or poisoned needles or falling masonry or whatever. Every hit point has a component of real, physical damage in it.

    IMO, and I've said this before in other places, the biggest problem is people assuming that damage has to mean equal things to different people. 8 HP of damage, dealt to an average commoner, puts them down. Probably for good, since they're bleeding out at -4. 8 HP of damage, dealt to an average fighter (both 1st level), is not the same thing. It could be the same stroke, the same sword, the same attacker, but the fighter can deal with the hit better...and he still bleeds. No matter if it was 1 hp of damage, or 100% of his hp in damage. He bleeds in the same way that Lara Croft does in the new Tomb Raider, or Arnold does in your movie of choice, or Harry Dresden does after getting battered by a hexenwulf (or any of a hundred other times). He bleeds because he got hit, and he keeps fighting because he can...well, until he can't anymore ;)

    'Miss-fu' hit points are pretty absurd, IMO (how do you heal a miss?). I'm glad that's not really what D&D, d20, or Pathfinder have ever really seemed to encourage to me.


    Kthulhu wrote:
    Ice Tomb

    Pondering walking over to pick up my weekly lottery ticket, and am wondering how much of the winnings it would cost to pay Paizo to just take it out of the next printing...

    Liberty's Edge

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    Y'know, this thread has convince me that Natural Armor should have a maximum. Skin just doesn't get any harder after a certain point. So I looked at the dinosaurs, who seem to max out at +14 or so, and thought about capping it at +15, but thought about Dragons and other creatures who could reasonably be tougher than that and upped it to +20.

    From now on, any excess Natural Armor above that I'm changing to a Deflection bonus (stacking with any they already have naturally). And on Dragons specifically, I've decided that the progression should be more natural than that, and that they're already overtly magical, so I'm having half their Natural Armor (rounded down) simply be converted to Deflection bonus (which neatly maxes the toughest Dragon at +20 each Deflection and NA). This makes creatures who I change thus tougher on touch AC (much tougher in the case of older dragons), but also unable to effectively use Rings of Protection. That works for me, especially in terms of making ancient Dragons not pushovers to Touch Attacks.

    So, thanks for a new House Rule! :)


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    Zilvar2k11 wrote:


    'Miss-fu' hit points are pretty absurd, IMO (how do you heal a miss?). I'm glad that's not really what D&D, d20, or Pathfinder have ever really seemed to encourage to me.

    Despite the fact that HP were expressly and consistently described that way since at least 1e?

    Sorry, but if a giant throws a building-sized rock at you, that kind of falls apart.


    Zhayne wrote:
    Zilvar2k11 wrote:


    'Miss-fu' hit points are pretty absurd, IMO (how do you heal a miss?). I'm glad that's not really what D&D, d20, or Pathfinder have ever really seemed to encourage to me.

    Despite the fact that HP were expressly and consistently described that way since at least 1e?

    Sorry, but if a giant throws a building-sized rock at you, that kind of falls apart.

    By the same token though, when you take HP damage from standing in Lava you are literally taking physical damage. The Lava can't "miss" you when you are standing on/in it. But if you are a high enough level martial, you can easily stand in lava with nary and issue.


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    I never said losing HP *never* meant you weren't taking physical damage. But if two guys are having a basic swordfight, it's entirely possible neither will make physical contact with one another until that one final strike which ends the duel.

    And falling into lava just means you're dead, barring a really high fire resistance or immunity, IMG.

    Stuff like this is why I'm seriously considering using Wounds and Vigor in my next game, though. Lava and such would just directly attack wounds.


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    Jaelithe wrote:

    Are there specific ones or even entire sections that you simply dispense with because you find them ponderous, convoluted, detrimental to flow, nonsensical, irritating or just effin' stupid? Do you rewrite, hand-wave, rule ad hoc, or ignore?

    Please don't attack others' comments. Simply list those YOU dislike and why.

    Spell Resistance. It, in my opinion, is hold-over from older versions of the game and at bets sits around collecting dust, at worst slows the game with another unnecessary layer of dice rolls.

    A long time ago we simply made Spell Resistance a monster ability/trait that granted a +4 bonus to saves vs. spells and spell-like abilities. We've never looked back.

    Martials have to overcome AC and then Damage Reduction where appropriate.

    Casters should have to overcome Saves and then Energy Resistance where appropriate.

    Spell Resistance and its related feats are just an unnecessary stumbling block/tax. When retro-engineering game design to determine how needed a thing actually is, I always ask myself 'if this rule never existed, would there be an outcry for it?' and in the case of SR, I think the answer is a resounding no.

    Scarab Sages

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    K177Y C47 wrote:
    By the same token though, when you take HP damage from standing in Lava you are literally taking physical damage. The Lava can't "miss" you when you are standing on/in it. But if you are a high enough level martial, you can easily stand in lava with nary and issue.

    I ran a game where my player was almost offended when his gnome paladin survived being thrown in lava and actually managed to trudge back to solid land, his armor glowing white hot. The fact that I didn't just straight up kill him was such a jarring blow to his suspension of disbelief that I generally just have total immersion in lava kill characters if they don't have spells or armor abilities in place to allow them an excuse for surviving, or if they're of a level sufficiently high enough (15+) that we've left the "normal" physical laws so far behind that a dip in lava doesn't seem like a big deal.

    RPG Superstar 2008 Top 32

    Wiggz wrote:

    Spell Resistance. It, in my opinion, is hold-over from older versions of the game and at bets sits around collecting dust, at worst slows the game with another unnecessary layer of dice rolls.

    A long time ago we simply made Spell Resistance a monster ability/trait that granted a +4 bonus to saves vs. spells and spell-like abilities. We've never looked back.

    Martials have to overcome AC and then Damage Reduction where appropriate.

    Casters should have to overcome Saves and then Energy Resistance where appropriate.

    Spell Resistance and its related feats are just an unnecessary stumbling block/tax. When retro-engineering game design to determine how needed a thing actually is, I always ask myself 'if this rule never existed, would there be an outcry for it?' and in the case of SR, I think the answer is a resounding no.

    Hear, hear! Spell resistance is an...adequate mechanism for making a monster hard to charm or slap with a save-or-die like slay living (just buffing saves has some weirder math than a second die roll). But for making a creature with fire resistance even harder to hit with a fireball is just insult to injury.


    Zhayne wrote:
    Zilvar2k11 wrote:


    'Miss-fu' hit points are pretty absurd, IMO (how do you heal a miss?). I'm glad that's not really what D&D, d20, or Pathfinder have ever really seemed to encourage to me.

    Despite the fact that HP were expressly and consistently described that way since at least 1e?

    Sorry, but if a giant throws a building-sized rock at you, that kind of falls apart.

    I played 1e, but did not care enough at the time to try to read, figure out, and/or remember how HP were defined. I skipped 2nd edition. I cannot answer to those claims.

    But what I do remember is a pretty nifty little paragraph in the 3rd edition players handbook that talks about proportional damage, and a discussion with one of the WotC answer guys that first used the injury poison example from earlier. And really, d20 hasn't changed all that much since the 3.0 players handbook. In fact, all I can find in the core book on a quick scan is a line about hit points being an abstraction of 'how robust and healthy something is' and what happens when you reach -1. My iPad is dying, though, so if there are other references I probably missed them in a rush.

    So..surviving a hit from a boulder or larger rock is no more or less believable than surviving being swallowed whole by a purple wyrm, or taking a tail swipe by an ancient dragon, or being nommed by a druid's pet Animal Growthed tyranosaurus with teeth longer than your average halfling (making things up..I have no idea how long the teeth of a great big dino are, obviously).

    Heroes do that sort of thing. It's part of the package when you sign on the dotted line.

    Regardless, miss-fu flat doesn't work within the realm of rules. It might make things somehow more believable to (some) readers, but it just doesn't work. Losing miss-fu hit points doesn't make somoene less robust or healthy. It doesn't deal with injury poisons. It doesn't deal with massive damage saves, and it doesn't answer the question about how hard it is to heal damage that...never happened?

    Abstraction...sure. But no. I just can't see it.


    Zhayne wrote:
    Zilvar2k11 wrote:


    'Miss-fu' hit points are pretty absurd, IMO (how do you heal a miss?). I'm glad that's not really what D&D, d20, or Pathfinder have ever really seemed to encourage to me.

    Despite the fact that HP were expressly and consistently described that way since at least 1e?

    Sorry, but if a giant throws a building-sized rock at you, that kind of falls apart.

    If you're high enough level for the building-sized rock to not kill you, then it rolls off of you after hitting you. (Otherwise your 'dodging' would put you in a different space from where you started.)

    Ssalarn wrote:
    K177Y C47 wrote:
    By the same token though, when you take HP damage from standing in Lava you are literally taking physical damage. The Lava can't "miss" you when you are standing on/in it. But if you are a high enough level martial, you can easily stand in lava with nary and issue.
    I ran a game where my player was almost offended when his gnome paladin survived being thrown in lava and actually managed to trudge back to solid land, his armor glowing white hot. The fact that I didn't just straight up kill him was such a jarring blow to his suspension of disbelief that I generally just have total immersion in lava kill characters if they don't have spells or armor abilities in place to allow them an excuse for surviving, or if they're of a level sufficiently high enough (15+) that we've left the "normal" physical laws so far behind that a dip in lava doesn't seem like a big deal.

    This is going to dramatically vary between players. For some of us (myself included) every level gained is another step away from what it really means to 'be human' (fragile, vulnerable creatures that we are) and instead turn into monsters who can survive all kinds of hell on earth in order to keep it away from the common man (or kill other monsters in their homes and take their stuff, whatever floats your boat.)

    For me, to be told that my character does not survive the lava if he otherwise (within the framework of the rules) should, is a massive hit to both my suspension of disbelief AND my sense of fair play.


    Zhayne wrote:
    I never said losing HP *never* meant you weren't taking physical damage. But if two guys are having a basic swordfight, it's entirely possible neither will make physical contact with one another until that one final strike which ends the duel.

    No you didn't, but you are refusing the rever. Losing hp always means you are taking physical damage. In your example, that only works if they always miss until one does enough damage to go from full hp to 'I give up!'

    Becuase if you take the exact same two guys, the exact same two rolls, and apply poison to the swords, with miss-fu hp, you've automatically got to change your narrative, because John didn't narrowly dodge that sword..it was just a grazing hit, and James didn't sidestep in time...he took that hit and bled from it.

    Zhayne wrote:
    And falling into lava just means you're dead, barring a really high fire resistance or immunity, IMG.

    I like this..but I like doing stat damage better, because then you have the in-the-rules-OPTION of that BBEG rising up out of the lava/acid/whatever for One Last Hurrah before he gets kicked back in and dies. ;) It's not just fiat at that point.


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    'Miss-Fu' HP explains injury poisons just fine. In that instance, under those circumstances, physical damage was taken. You really don't get what 'not necessarily' means, do you? Quit acting like I'm saying never, please.

    It's simple; you look at the result, then narrate based on that result. If someone loses their massive damage save and dies, then they were hit. If they succeeded, they weren't (or were grazed/glancing blow/whatever). If you get swallowed by a purple worm, then yes, you were actually hit. You could have leapt over the tail swipe, though, merely exhausting yourself and your overall defensive capabilities (HP).

    It all depends on the specific circumstances; the nature of the attack, what the defender does or is capable of, etc.

    Just as losing HP doesn't mean damage was taken, regaining HP doesn't mean physical damage was undone. Cure spells and such could rejuvenate the recipient, undoing the fatigue that makes it hard for you to keep your guard up and dodge attacks. It could be Warlord-style morale-boosting, where you're still hurt but fight on.


    If Lava forced fortitude saves vs Con damage, I could dig. Base DC of 15 +1 per round, 1d4 con damage on each failed save?


    Zilvar2k11 wrote:


    No you didn't, but you are refusing the rever. Losing hp always means you are taking physical damage. In your example, that only works if they always miss until one does enough damage to go from full hp to 'I give up!'

    I said nothing of the sort, though I admit to some ambiguity in my phrasing. Mechanically, they would both be losing HP during the battle with mechanical Hits (attack roll => AC). Narratively, they would be parrying, blocking, dodging, and so forth with little more than a scratch until the fatal blow is struck (HP reduced to negatives).


    Zhayne wrote:
    'Miss-Fu' HP explains injury poisons just fine. In that instance, under those circumstances, physical damage was taken. You really don't get what 'not necessarily' means, do you? Quit acting like I'm saying never, please.

    I am not acting like anything. I'm telling you that your answer is not internally consistent within the game or the narrative.

    There is no justification within the game rules, system, or design that I can locate in the Pathfinder Core Rulebook to support your position of miss-fu HP.

    The only possible justification I can think of is some strange notion of realism, and if that's your basis, then I'd add that to the things that I believe need to be excised from Pathfinder ;)


    Zhayne wrote:
    Zilvar2k11 wrote:


    No you didn't, but you are refusing the rever. Losing hp always means you are taking physical damage. In your example, that only works if they always miss until one does enough damage to go from full hp to 'I give up!'

    I said nothing of the sort, though I admit to some ambiguity in my phrasing. Mechanically, they would both be losing HP during the battle with mechanical Hits (attack roll => AC). Narratively, they would be parrying, blocking, dodging, and so forth with little more than a scratch until the fatal blow is struck (HP reduced to negatives).

    Likewise, my phrasing was atrocious

    I intended to indicate a complete refusal of your position by saying your narrative method only works within the established rules IFF both parties always actually missed the target.

    Scarab Sages

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    "Hit points are an abstraction signifying how robust and healthy a creature is at the current moment."

    They don't really mean anything more or less than that, and they can signify anything from a general wearing down of your stamina in a fight to brutal horrific gashes all of your body. As an abstraction, they're whatever seems right for the moment, or whatever they need to be due to other rules interactions (like poison).


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    The Sweater Golem wrote:

    I don't like the ability adjustments based on age. This age discrimination has no place in today's gaming. I want to play a grizzled middle-aged warrior and not suffer a penalty to my physical stats.

    I am not arguing that a decrease in physical stats and an increase in mental stats makes some real world sense. I just don't think we need it. So, I am arguing that it is unnecessary, although not absurd.

    Plus, it eliminates being able to make your wizard really old for a cheesy buff. Your characters age becomes a role-playing decision only.

    I liken it to 1e when female characters couldn't have as high a strength as male characters. Sure, in the real world the strongest men are stronger than the strongest women, but I'm not here for the real world. The powers that be at some point decided that this was unnecessarily restricting of female players/characters and I feel they should do the same for our elderly or even middle-aged players/characters.

    boy do i have good news for you


    Ross Byers wrote:


    Hear, hear! Spell resistance is an...adequate mechanism for making a monster hard to charm or slap with a save-or-die like slay living (just buffing saves has some weirder math than a second die roll). But for making a creature with fire resistance even harder to hit with a fireball is just insult to injury.

    Not quite Ross- it's "just adding yet another %$#@! die roll to slow down combat". ;-)


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    Ssalarn wrote:

    "Hit points are an abstraction signifying how robust and healthy a creature is at the current moment."

    They don't really mean anything more or less than that, and they can signify anything from a general wearing down of your stamina in a fight to brutal horrific gashes all of your body. As an abstraction, they're whatever seems right for the moment, or whatever they need to be due to other rules interactions (like poison).

    Exactly. I prefer the narrative freedom. If Mr. Burly Barbarian wants to stand there and take it, he can. If Mr. Dodgy Swashbuckler wants to evade it, he can. Mr. Wizard can put up short-lived mystic shields. Mr. Cleric's god can intervene to protect him.

    RPG Superstar 2008 Top 32

    One thing that bothers me about Barbarians is rage starting at +4/+4. It makes them a very attractive dip for fighty/stabby types, because one level of barbarian gives you a great movement buff all the time and +2 to hit and +2 (or more) to damage on demand.

    I'm not sure the best way to reconfigure them, but a level one barbarian should only get +5 movement speed (or maybe none at all), and rage should start at +2/+2.


    "On demand" until you run out because you only have 6 rounds a day with a dip.

    +2/+2 Rage is really not worth having.


    Rules I dislike
    Muchkining is frowned upon.
    Dmers that disallow metagaming. Obvious Metagaming doesn't seem right, but players can and should be allowed sly metagaming.


    Rynjin wrote:
    "On demand" until you run out because you only have 6 rounds a day with a dip.

    And you can't just go 'one round and done' for momentary bursts 'cause you get fatigued afterwards.


    I'd take 2 levels, personally. Enough rage rounds to last 2 combats easily, and then I can get extra rage power (and uncanny dodge ain't bad). And getting fatigue immunity isn't that hard either, after a certain point.


    DoubleGold wrote:

    Rules I dislike

    Muchkining is frowned upon.
    Dmers that disallow metagaming. Obvious Metagaming doesn't seem right, but players can and should be allowed sly metagaming.

    I don't even know what this means.


    LoneKnave wrote:
    I'd take 2 levels, personally. Enough rage rounds to last 2 combats easily, and then I can get extra rage power (and uncanny dodge ain't bad). And getting fatigue immunity isn't that hard either, after a certain point.

    A two-level dip in Barbarian is a great move IMO - if you take the Berserker of the Society trait, you'd probably looking at maybe 8-10 rounds of Rage at least, and that's more than enough for two average combats... plus you'll get a useful Rage power as well.

    I know of a Skull n' Shackles group that required (by unanimous consent) every member of the group to take 1 or 2 levels of Barbarian before continuing on in whatever class they chose. It was kinda cool - it tied them all together thematically and with SnS's many 1 encounter days, it proved very effective as well (especially with a Savage Skald on board).


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    Boiling water deals boiling damage. By RAW, you can boil a red dragon to death.

    Fire Resistance 1 makes you immune to lava/magma.


    blahpers wrote:
    DoubleGold wrote:

    Rules I dislike

    Muchkining is frowned upon.
    Dmers that disallow metagaming. Obvious Metagaming doesn't seem right, but players can and should be allowed sly metagaming.
    I don't even know what this means.

    My guess would be "It's a troll, use fire!"= bad

    "Hmm, we can't seem to kill it- I know let's burn it!"= good.


    Ross Byers wrote:

    One thing that bothers me about Barbarians is rage starting at +4/+4. It makes them a very attractive dip for fighty/stabby types, because one level of barbarian gives you a great movement buff all the time and +2 to hit and +2 (or more) to damage on demand.

    I'm not sure the best way to reconfigure them, but a level one barbarian should only get +5 movement speed (or maybe none at all), and rage should start at +2/+2.

    Yeah, I always thought those things are weird too. Especially comparing the barb's fast movement to the monk's -- one has to really earn every 5 feet of extra speed, while the other gets a lumped 10 feet right off the bat! Granted, the monk eventually becomes the Flash, but it's just so asymmetrical for no good reason.

    All things told, the barb is simply an extreme case of front-loading.

    Zhayne wrote:
    Rynjin wrote:
    "On demand" until you run out because you only have 6 rounds a day with a dip.
    And you can't just go 'one round and done' for momentary bursts 'cause you get fatigued afterwards.

    Six rounds is along time, combat-wise. If you play it safe, 1st level rage is essentially an encounter-long ability.


    Azten wrote:


    Fire Resistance 1 makes you immune to lava/magma.

    "Lava Effects

    Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round.

    Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity or resistance to fire, lava or magma."

    so= no.


    Tequila Sunrise wrote:


    Six rounds is along time, combat-wise. If you play it safe, 1st level rage is essentially an encounter-long ability.

    Which is a far cry from 'on demand', was my point.


    Wiggz wrote:

    I know of a Skull n' Shackles group that required (by unanimous consent) every member of the group to take 1 or 2 levels of Barbarian before continuing on in whatever class they chose. It was kinda cool - it tied them all together thematically and with SnS's many 1 encounter days, it proved very effective as well (especially with a Savage Skald on board).

    We did this once for RPing reason, and it also worked to slightly nerf spellcasters- and at the same time make them more survivable.


    Zhayne wrote:
    Tequila Sunrise wrote:


    Six rounds is along time, combat-wise. If you play it safe, 1st level rage is essentially an encounter-long ability.
    Which is a far cry from 'on demand', was my point.

    Ah. I think I read Ross' 'on demand' comment quite a bit more conservatively than you did.


    DrDeth wrote:
    Azten wrote:


    Fire Resistance 1 makes you immune to lava/magma.

    "Lava Effects

    Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round.

    Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity or resistance to fire, lava or magma."

    so= no.

    Link

    "Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava (see Drowning)."

    RPG Superstar 2008 Top 32

    Tequila Sunrise wrote:
    Zhayne wrote:
    Tequila Sunrise wrote:


    Six rounds is along time, combat-wise. If you play it safe, 1st level rage is essentially an encounter-long ability.
    Which is a far cry from 'on demand', was my point.
    Ah. I think I read Ross' 'on demand' comment quite a bit more conservatively than you did.

    Indeed: My point with 'on demand' was that it wasn't always-on (compared with fast movement). It was also that it is activated as a swift action. Getting a bull's strength and bear's endurance for the rest of the encounter, possibly more than once a day (plenty of fights don't last three rounds) is a pretty good ability.

    I was not trying to say it was an 'at-will' ability. But a Brb1/FtrX has it on tap anytime he really needs those hit points or +2 to hit and +2(+3 if THW/TWF) to damage.


    That HAS to be an error.


    A red dragon that can swim through lava is harmed by sunbathing in the desert.


    Azten wrote:
    DrDeth wrote:
    Azten wrote:


    Fire Resistance 1 makes you immune to lava/magma.

    "Lava Effects

    Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round.

    Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity or resistance to fire, lava or magma."

    so= no.

    Link

    "Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava (see Drowning)."

    See, dude, that's why you don't use the non-canon PFSRD as a source for things like this, I used the actual Paizo cite.

    So, still wrong.


    DrDeth wrote:
    Azten wrote:
    DrDeth wrote:
    Azten wrote:


    Fire Resistance 1 makes you immune to lava/magma.

    "Lava Effects

    Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round.

    Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity or resistance to fire, lava or magma."

    so= no.

    Link

    "Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava (see Drowning)."

    See, dude, that's why you don't use the non-canon PFSRD as a source for things like this, I used the actual Paizo cite.

    So, still wrong.

    Actually, the d20PFSRD is the more accurate resource, the SRD is rife with errors.

    For example, if you open up your physical copy of the Core Rule Book and flip to page 444 it actually says, "Immunity or resistance to fire serves as an immunity to lava
    or magma."

    Now, I only have the 1st and 4th printing of the CRB so I downloaded the errata pdf for the 5th printing and double checked and nothing was changed that I could find. So, RAW, if you have fire resistance 1, you are immune to lava/magma. Obviously, this is a mistake, but it further shows that the d20pfsrd is the more reliable resource in transcribing the rules.

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