Ex, Su, and Martial Characters


Pathfinder First Edition General Discussion

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Khrysaor wrote:
Kirth Gersen wrote:
Khrysaor wrote:
Rise of the Runelords first adventure path was released in August of 2007.
Paizo's Shackled City debuted in March 2003. Then came Age of Worms (2005-2006), followed by Savage Tide (2006-2007). RotRL was written for 3.5 edition, not Pathfinder; the first AP for the new edition was Council of Thieves (2009).

That must be why it's listed everywhere as a pathfinder AP, is sold through the Paizo store as their first AP, and isn't associated with the D&D products like your other mentions. It all makes sense.

At the time of releasing the first AP, Paizo's contract with wizards of the coast was one month from ending and shortly after announced their own game system along with releasing the rest of the AP supporting 3.5 and eventually their own creation. I'm sure this AP went through some play testing of their game hence why it's listed as their first AP.

This has gone far off topic. What's the point?

You're right, this is getting off topic, since the APs don't really matter. Yes, PFRPG exists, because paizo wanted a system to continue producing APs for, but as a system, it's hardly altered, in any meaningful way, from 3.5, in terms of the basic aspects of the game. Sure, class features were added, skills were changed up, some feats and spells were altered, but fundamentally it's not really different.

These problems have existed since 3.5 and 3.0, so the argument that "the game is designed around APs" is ridiculous, and even ignoring that, the playerbase is far from exclusively AP players. I'd wager that the vast majority don't even play the APs at all, but rather just picked up Pathfinder because they wanted a first-party supported system to go to after 3.5.

As such, even if the designers assumed a more restrictive set of assumptions when revising 3.5, those assumptions don't hold with the player base. Were this 15 or 20 years ago, we'd just have to settle, and hope a supplement or magazine added some optional rules to correct this, but now we've got errata, FAQs, staff who are relatively active on the forums, ect, so there's really no excuse to argue that the game was designed for the APs, so anything else is just homebrew and thus imbalances should be expected.


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Khrysaor wrote:
What's the point?

Of you attempting to rewrite history, based on your incomplete understanding of Paizo's publishing vs. edition timeline, in order to try and bolster some BS claim that no one believes anyway? I have no idea.


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Kirth Gersen wrote:
Khrysaor wrote:
What's the point?
Of you attempting to rewrite history, based on your incomplete understanding of Paizo's publishing vs. edition timeline, in order to try and bolster some BS claim that no one believes anyway? I have no idea.

And that doesn't have anything to do with the topic, since the problems don't magically go away if you play with APs.

If they did, it would be far more useful to figure out what it was about APs that fixed the martial/caster disparity than to debate what the intent of PF was. But they don't, so it's doubly useless.


thejeff wrote:
Kirth Gersen wrote:
Khrysaor wrote:
What's the point?
Of you attempting to rewrite history, based on your incomplete understanding of Paizo's publishing vs. edition timeline, in order to try and bolster some BS claim that no one believes anyway? I have no idea.

And that doesn't have anything to do with the topic, since the problems don't magically go away if you play with APs.

If they did, it would be far more useful to figure out what it was about APs that fixed the martial/caster disparity than to debate what the intent of PF was. But they don't, so it's doubly useless.

Honestly, I've found that they do stop some of the disparity (though it's still very noticeable) but not really in a way that's helpful. In my experience, players know that they're somewhat on rails, and while the APs usually offer some flexibility, and good DMs tend to deviate from the strict path a lot of the time, the players, in my experience, tend to dial back some of the more ridiculous imbalances, because they know if they break the game, it's a lot harder to put the pieces back together for an AP than a homebrew game.


So it's kinda like not shooting a high caliber gun on a plane because the pressure from hitting a hole on the side would blow it apart?

Cause then I could say that PF's balance is kept in check by mutually assured destruction, and that's amusing.


Sort of, but that puts it in too adversarial of a light, in my opinion. It's more like, you're going to end up driving more carefully when you know your car is having some sort of mechanical issue. It's not that you want to get in a crash any more when it's working perfectly, but the fact that you're having some sort of trouble with the breaks or what have you, just makes you not take safe driving for granted.


Tholomyes wrote:
thejeff wrote:
Kirth Gersen wrote:
Khrysaor wrote:
What's the point?
Of you attempting to rewrite history, based on your incomplete understanding of Paizo's publishing vs. edition timeline, in order to try and bolster some BS claim that no one believes anyway? I have no idea.

And that doesn't have anything to do with the topic, since the problems don't magically go away if you play with APs.

If they did, it would be far more useful to figure out what it was about APs that fixed the martial/caster disparity than to debate what the intent of PF was. But they don't, so it's doubly useless.

Honestly, I've found that they do stop some of the disparity (though it's still very noticeable) but not really in a way that's helpful. In my experience, players know that they're somewhat on rails, and while the APs usually offer some flexibility, and good DMs tend to deviate from the strict path a lot of the time, the players, in my experience, tend to dial back some of the more ridiculous imbalances, because they know if they break the game, it's a lot harder to put the pieces back together for an AP than a homebrew game.

Seconding this: playing APs comes with the unwritten assumption that you won't jump too far off the rails by doing anything crazy. When I was running RotRL my players were a lot more conventional and on-the-rails compared to my homebrew games, even though it was the same group of people. They were always very aware of the fact that I was working with a pre-written adventure, and they couldn't deviate too far from what was written without rending my very nice hardcover book worthless.

A GM in a homebrew campaign is expected to improvise and adapt the story in response to the party's actions, which gives casters a lot more freedom to change the nature of the game.


Chengar Qordath wrote:
Tholomyes wrote:
thejeff wrote:
Kirth Gersen wrote:
Khrysaor wrote:
What's the point?
Of you attempting to rewrite history, based on your incomplete understanding of Paizo's publishing vs. edition timeline, in order to try and bolster some BS claim that no one believes anyway? I have no idea.

And that doesn't have anything to do with the topic, since the problems don't magically go away if you play with APs.

If they did, it would be far more useful to figure out what it was about APs that fixed the martial/caster disparity than to debate what the intent of PF was. But they don't, so it's doubly useless.

Honestly, I've found that they do stop some of the disparity (though it's still very noticeable) but not really in a way that's helpful. In my experience, players know that they're somewhat on rails, and while the APs usually offer some flexibility, and good DMs tend to deviate from the strict path a lot of the time, the players, in my experience, tend to dial back some of the more ridiculous imbalances, because they know if they break the game, it's a lot harder to put the pieces back together for an AP than a homebrew game.

Seconding this: playing APs comes with the unwritten assumption that you won't jump too far off the rails by doing anything crazy. When I was running RotRL my players were a lot more conventional and on-the-rails compared to my homebrew games, even though it was the same group of people. They were always very aware of the fact that I was working with a pre-written adventure, and they couldn't deviate too far from what was written without rending my very nice hardcover book worthless.

A GM in a homebrew campaign is expected to improvise and adapt the story in response to the party's actions, which gives casters a lot more freedom to change the nature of the game.

Thirding this.

One thing that has come up with my group before is that they have gone off the rails on an AP, and have found that it kinda makes the AP unplayable. Some of the AP stuff involves rather obvious traps, and my group knows how to recognize and walk around such with ease. As a result, they tend to make their characters just as smart as they are.

The Exchange

LoneKnave wrote:

So it's kinda like not shooting a high caliber gun on a plane because the pressure from hitting a hole on the side would blow it apart?

Cause then I could say that PF's balance is kept in check by mutually assured destruction, and that's amusing.

I'd rather have the rare problem of choosing not to do something unbalanced in order to keep the game interesting, than have the common problem of being unable to do anything interesting because the designers had to seal off every corner-case. The area in between, where gamers can come up with outrageous stunts and the system still won't break, is best - we're all agreed there. But refusing to game because you're waiting for perfection can be a long wait for a train that isn't coming.


You mean people have noticed less disparity when running APs? Others have noticed less disparity when running non optimized characters? Weird.

@Kirth

Khrysaor wrote:

Rise of the Runelords first adventure path was released in August of 2007. In 2007 Paizo branched off from D&D and began creating their own system. The CRB wasn't published until 2009.

Khrysaor wrote:
At the time of releasing the first AP, Paizo's contract with wizards of the coast was one month from ending and shortly after announced their own game system along with releasing the rest of the AP supporting 3.5 and eventually their own creation.

Don't think I'm having any issues following the Paizo timeline. It's actually documented. Maybe spend more time following the thread instead of jumping on people and taking comments out of context.


My players are taking a break from their 15th level characters in Savage Tide and playing 1st level characters in a different adventure. Despite them all being some sort of spellcaster (magus, witch, summoner, alchemist), none of them had spider climb or feather fall available. We got to climb down an 80 ft. rope. The first one down the rope ended up in combat, and none of them could get down there to help because even with double move, it required six rounds.

The best thing was, I pointed out, that their 15th level martial characters, without speed increasing gear, would take just as long to climb down that rope. (Ignoring the fact that they'd just jump down there and eat the 8d6 damage)

That's the best part about the martial vs magic game. It isn't that a 1st level spell lets you beat a 1st level fighter at their skill game. It's that it lets you beat a 20th level thief acrobat with Skill Focus (climb) at their skill game.


The level 15s would have no problem using accelerated climbing rules if they invested ranks in climb effectively halving the time. This results in two rounds of climbing to get 60 feet down, followed by a free action to drop the last 20, and a DC 15 acrobatics check to avoid all but 1d6 non lethal damage. Non lethal heals 1 point per hour. A barbarian could do the full 80 feet in 2 rounds due to it's built in speed boost. A rogue could take a talent and avoid all damage from the drop. Casting feather fall still takes 2 rounds (round and a half at best) and is a limited resource.

A first level barbarian with 1 rank in climb and a strength of 7 could drop down or climb up that 80 feet in 2 rounds if it was a knotted rope or a regular rope with a wall to brace against. No chance of failure. All day. Every day.

A second level rogue with the wall climber trick, 2 ranks, and 10 strength can scale any DC 23 vertical surface that isn't perfectly smooth. 80 feet in a single round using accelerated climbing, but down to a DC 18. Those are impossible DCs for a caster of equal level. Another level and the caster can use spider climb and gets the advantage of climbing on ceilings too. Rogue is all day, every day. Caster is limited.

Why waste a spell slot on these spells if someone else can do it first and drop a rope for everyone else to get up with ease?


The Rogue has invested a Rogue Talent into it. While most Rogue Talents suck, that's still a much heftier investment than a single spell slot, scroll, or potion.

Use it on a guy.

He drops the rope.

Ta da!


How is it heftier? At level 2 the wizard doesn't have access to the spell and the rogue is better. Level three the wizard gains one spell slot for it. Would be better used on any number of spells.

The problem with these conversations is the assumption that a caster will have any of the spells prepared or known. Sure a caster can provide versatility through spells. Unfortunately they can't have all of them known or prepared.


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Spells can be traded out, re-learned, or put in scroll form.

Feats/Talents cannot.


There's rules for swapping feats beyond what a Fighter can do as well. I'm sure the same could apply to other selectable class abilities. Scrolls are another investment. Where in the sand do we draw the line?

Rogues can also grab a Ki pool if they're not already a ninja and take forgotten trick letting them use any ninja trick they want with some Ki use.


Khrysaor wrote:
Casting feather fall still takes 2 rounds (round and a half at best) and is a limited resource.

It's a limited resource, but at high levels, not a very limited one.

And feather fall would only take one round. It's an immediate action to cast and has to be cast on an already falling creature. So, stop off the edge and cast. Time it so you're withing 60' of the bottom.

That's assuming the caster doesn't already have some form of Overland Flight up.


thejeff wrote:
Khrysaor wrote:
Casting feather fall still takes 2 rounds (round and a half at best) and is a limited resource.

It's a limited resource, but at high levels, not a very limited one.

And feather fall would only take one round. It's an immediate action to cast and has to be cast on an already falling creature. So, stop off the edge and cast. Time it so you're withing 60' of the bottom.

That's assuming the caster doesn't already have some form of Overland Flight up.

Limited resources don't stop being limited if you can use them twice a day. Tying up slots reduces versatility in another area.

So can we also assume all the martials have rings of feather fall, or some other means of flight too since we're making assumptions? 2200gp isn't much for a high level character. Swap out a ring and jump. Put your main ring back on when you get to the bottom.


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Using magic items or spells vs martial abilities or skills is sort of the point. It doesn't really matter that it was four spellcasters climbing down a rope anymore than it would if it was a high level fighter with a permanent spider climb effect on himself or flying carpet.

The real issue is that a low level spell lets you move at full speed and the absolute best skills can let you do is move at half speed, no matter if you are the Michael Phelps of climbing or not.


Khrysaor wrote:

There's rules for swapping feats beyond what a Fighter can do as well. I'm sure the same could apply to other selectable class abilities. Scrolls are another investment. Where in the sand do we draw the line?

Rogues can also grab a Ki pool if they're not already a ninja and take forgotten trick letting them use any ninja trick they want with some Ki use.

Retraining takes 5 days minimum.

A caster can re-prepare a spell given a round with a Pearl of Power, learn new spells from spellbooks and whatnot, and generally be much more modular than a martial.


Kain Darkwind wrote:

Using magic items or spells vs martial abilities or skills is sort of the point. It doesn't really matter that it was four spellcasters climbing down a rope anymore than it would if it was a high level fighter with a permanent spider climb effect on himself or flying carpet.

The real issue is that a low level spell lets you move at full speed and the absolute best skills can let you do is move at half speed, no matter if you are the Michael Phelps of climbing or not.

Barbarians move just as fast as a wizard with spider climb. All day. Every day. Costs skill points.

Rogues with wall climber move just as fast as a wizard with spider climb. All day. Every day. Costs a talent and less skills.

Anyone with boots of springing and striding move just as fast as a wizard with spider climb. All day. Every day. Costs skill points and 5000gp. Also grants a bonus to your base movement on land and a bonus to jumping as high as +9.

Anyone with slippers of spider climb moves just as fast as a wizard with spider climb. All day. Every day. Costs 4800gp.

A wizard gains a climb speed of 20 at the cost of a spell slot that can't be used for scorching ray, mirror image, blur, glitter dust, any far more useful 2nd level spell and he can only do it for 10 minutes per level and is limited to the number of times they can cast it a day. Again limiting what other spells they can cast.


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I think the point is that a second level spell isn't really a scarce resource at mid to high level. I also can't imagine a prepared caster running around without a few low level pearls of power.

I suppose the only thing to really ask yourself is how scarce of a resource do you think a spell slot is by comparison to a feat? I would just point out that of the two, only spell slots can be gained through money.


Rynjin wrote:
Khrysaor wrote:

There's rules for swapping feats beyond what a Fighter can do as well. I'm sure the same could apply to other selectable class abilities. Scrolls are another investment. Where in the sand do we draw the line?

Rogues can also grab a Ki pool if they're not already a ninja and take forgotten trick letting them use any ninja trick they want with some Ki use.

Retraining takes 5 days minimum.

A caster can re-prepare a spell given a round with a Pearl of Power, learn new spells from spellbooks and whatnot, and generally be much more modular than a martial.

This had nothing to do with re-preparing a spell. Why bring this up?

You said:

Rynjin wrote:

Spells can be traded out, re-learned, or put in scroll form.

Feats/Talents cannot.

I told you feats CAN be traded out or re-learned. Fighters do this naturally. Others can use the built in rules from ultimate campaign.

Pearls of power are another resource used when you said a single talent was a "heftier investment". Now you're up to a 2nd level spell slot and a 4000 GP item to cast a spell twice. The rogue is still doing it all day, every day and your caster is out a 2nd level spell slot and a pearl of power that, again, could have been used for a better spell.


Trogdar wrote:

I think the point is that a second level spell isn't really a scarce resource at mid to high level. I also can't imagine a prepared caster running around without a few low level pearls of power.

I suppose the only thing to really ask yourself is how scarce of a resource do you think a spell slot is by comparison to a feat? I would just point out that of the two, only spell slots can be gained through money.

Why is a single talent worth so much at mid to high levels? You have 5-7 other ones at this point.

There are several items that grant specific feats.


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Khrysaor wrote:
Rynjin wrote:
Khrysaor wrote:

There's rules for swapping feats beyond what a Fighter can do as well. I'm sure the same could apply to other selectable class abilities. Scrolls are another investment. Where in the sand do we draw the line?

Rogues can also grab a Ki pool if they're not already a ninja and take forgotten trick letting them use any ninja trick they want with some Ki use.

Retraining takes 5 days minimum.

A caster can re-prepare a spell given a round with a Pearl of Power, learn new spells from spellbooks and whatnot, and generally be much more modular than a martial.

This had nothing to do with re-preparing a spell. Why bring this up?

You said:

Rynjin wrote:

Spells can be traded out, re-learned, or put in scroll form.

Feats/Talents cannot.

I told you feats CAN be traded out or re-learned. Fighters do this naturally. Others can use the built in rules from ultimate campaign.

Pearls of power are another resource used when you said a single talent was a "heftier investment". Now you're up to a 2nd level spell slot and a 4000 GP item to cast a spell twice. The rogue is still doing it all day, every day and your caster is out a 2nd level spell slot and a pearl of power that, again, could have been used for a better spell.

And I told you it takes 5 days minimum. Look up the Retraining rules.

When I said "re-learned" re-prepared was what I meant.

A Wizard can do it in a matter of seconds or minutes, potentially, either through a cheap magic item or leaving slots open.

You can't leave Feat slots open. You can't pick up some on the fly (unless you're a Brawler, which is the main reason they aren't bad).

The fact that the Rogue can do it "all day, every day" is only relevant if you're climbing all day every day. Which you won't be. Ever.


Khrysaor wrote:
Trogdar wrote:

I think the point is that a second level spell isn't really a scarce resource at mid to high level. I also can't imagine a prepared caster running around without a few low level pearls of power.

I suppose the only thing to really ask yourself is how scarce of a resource do you think a spell slot is by comparison to a feat? I would just point out that of the two, only spell slots can be gained through money.

Why is a single talent worth so much at mid to high levels? You have 5-7 other ones at this point.

There are several items that grant specific feats.

It's about replacability. Follow me here: you don't get your rogue talents back. But I can learn new spells, and memorize new spells, very easily. I can take spells I don't cast a lot and turn them into potions or scrolls. Don't wanna spend feats? I can BUY potions, scrolls, and/or wands instead. Spells are cheap, and you always get more of them, and that number only ever goes up. Talents, though? Talents are forever, and you only get so many. Each one has to be useful for your WHOLE CAREER.


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Personally, I tend to evaluate things based on how mutable they are. A feat is far less mutable than a spell of any level, so it makes sense to me when someone suggests that a feat should grow to be as strong as a spell that accomplishes similar effects. I don't think it makes sense from level one, but it does if feats are representative of an organic progression in one area that you focus on.

To me, spells represent the easy way. You get results, but you are not really interested or focused in the way that someone who invests static class features is.

I'm not sure if that is clear, but that is how I see it.


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"This adventure can only be completed if someone climbs this rope for 24 hours straight, while someone else stands and full attacks all day, and no one uses any spells to bypass these sorts of insanely contrived scenarios. Rogues and fighters are awesome!"


Ninja'ed by the prince of ninjas :)


Rynjin wrote:
Khrysaor wrote:
Rynjin wrote:
Khrysaor wrote:

There's rules for swapping feats beyond what a Fighter can do as well. I'm sure the same could apply to other selectable class abilities. Scrolls are another investment. Where in the sand do we draw the line?

Rogues can also grab a Ki pool if they're not already a ninja and take forgotten trick letting them use any ninja trick they want with some Ki use.

Retraining takes 5 days minimum.

A caster can re-prepare a spell given a round with a Pearl of Power, learn new spells from spellbooks and whatnot, and generally be much more modular than a martial.

This had nothing to do with re-preparing a spell. Why bring this up?

You said:

Rynjin wrote:

Spells can be traded out, re-learned, or put in scroll form.

Feats/Talents cannot.

I told you feats CAN be traded out or re-learned. Fighters do this naturally. Others can use the built in rules from ultimate campaign.

Pearls of power are another resource used when you said a single talent was a "heftier investment". Now you're up to a 2nd level spell slot and a 4000 GP item to cast a spell twice. The rogue is still doing it all day, every day and your caster is out a 2nd level spell slot and a pearl of power that, again, could have been used for a better spell.

And I told you it takes 5 days minimum. Look up the Retraining rules.

When I said "re-learned" re-prepared was what I meant.

A Wizard can do it in a matter of seconds or minutes, potentially, either through a cheap magic item or leaving slots open.

You can't leave Feat slots open. You can't pick up some on the fly (unless you're a Brawler, which is the main reason they aren't bad).

The fact that the Rogue can do it "all day, every day" is only relevant if you're climbing all day every day. Which you won't be. Ever.

I don't need to look them up. I've read them before.

If you're talking about re-preparing spells then what does it matter to a feat that works all the time. And while your caster is spending 15 minutes preparing spider climb the rogue has climbed up, thrown down a rope, the rest of the party is up and waiting on you to study your books. Almost as bad as waiting in town for someone to craft.

Why would you build a character without a build? People play concepts. You pick feats, skills, classes, races to match your concept.

It doesn't matter how often it happens in a day the rogue never struggles with this. A caster is required to prepare it ahead of time or waste the parties time so he can study some more.


Prince of Knives wrote:
Khrysaor wrote:
Trogdar wrote:

I think the point is that a second level spell isn't really a scarce resource at mid to high level. I also can't imagine a prepared caster running around without a few low level pearls of power.

I suppose the only thing to really ask yourself is how scarce of a resource do you think a spell slot is by comparison to a feat? I would just point out that of the two, only spell slots can be gained through money.

Why is a single talent worth so much at mid to high levels? You have 5-7 other ones at this point.

There are several items that grant specific feats.

It's about replacability. Follow me here: you don't get your rogue talents back. But I can learn new spells, and memorize new spells, very easily. I can take spells I don't cast a lot and turn them into potions or scrolls. Don't wanna spend feats? I can BUY potions, scrolls, and/or wands instead. Spells are cheap, and you always get more of them, and that number only ever goes up. Talents, though? Talents are forever, and you only get so many. Each one has to be useful for your WHOLE CAREER.

So casters get to buy potions, scrolls, wands, items to replicate spells, but martials don't. Got it.


For what it's worth, I've never played a 15th level wizard who didn't have feather fall prepared in one of his 1st level slots, mostly because I'll always have overland flight up and don't want to be screwed if it gets dispelled. So, either way, I'm really not worried about having to climb a rope all day.


Khrysaor wrote:
So casters get to buy potions, scrolls, wands, items to replicate spells, but martials don't. Got it.

Casters can make them for half price. And don't need to drop fortunes on swords and armor and stuff, so they tend to have a lot more cash left over. Unless "gets 3x his share of the loot" is a fighter class feature?


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Khrysaor wrote:
Prince of Knives wrote:
Khrysaor wrote:
Trogdar wrote:

I think the point is that a second level spell isn't really a scarce resource at mid to high level. I also can't imagine a prepared caster running around without a few low level pearls of power.

I suppose the only thing to really ask yourself is how scarce of a resource do you think a spell slot is by comparison to a feat? I would just point out that of the two, only spell slots can be gained through money.

Why is a single talent worth so much at mid to high levels? You have 5-7 other ones at this point.

There are several items that grant specific feats.

It's about replacability. Follow me here: you don't get your rogue talents back. But I can learn new spells, and memorize new spells, very easily. I can take spells I don't cast a lot and turn them into potions or scrolls. Don't wanna spend feats? I can BUY potions, scrolls, and/or wands instead. Spells are cheap, and you always get more of them, and that number only ever goes up. Talents, though? Talents are forever, and you only get so many. Each one has to be useful for your WHOLE CAREER.
So casters get to buy potions, scrolls, wands, items to replicate spells, but martials don't. Got it.

Potions sure. Scrolls and wands take a skill point investment - more resources you're not getting back - and then come with a failure chance. Or you could be a caster in the first place, save the skill points, and use them with no chance for failure.

Things are cheaper for spellcasters. "I can do this all day" is a meaningless metric because whatever 'this' is, it's not happening all day. A royal ball, a climbing obstacle, a combat, a locked door, they're problems that last for maybe up to a few hours. At most. "I can climb all day" is functionally identical to "I can climb on demand", so if on-demand is cheaper, then it's better.


Kullen wrote:
"This adventure can only be completed if someone climbs this rope for 24 hours straight, while someone else stands and full attacks all day, and no one uses any spells to bypass these sorts of insanely contrived scenarios. Rogues and fighters are awesome!"

Oh what's that? The wizard got hit with a dispel magic and fell only to cast feather fall and got hit with another dispel? It's a good thing that rogue had no problems or else we'd be sending the cleric up next.

Guess we gotta waste resources on a raise dead now.


Khrysaor wrote:
Oh what's that? The wizard got hit with a dispel magic and fell only to cast feather fall and got hit with another dispel?

You have repeating strobe lights of dispel magic that work even when it's not their turn, just to screw the casters?

No wonder you don't see a disparity.

Feather fall is an immediate action. You don't get to cast one dispel magic, then hold an action to cast another one as soon as the feather fall goes off.


Kirth Gersen wrote:
Khrysaor wrote:
So casters get to buy potions, scrolls, wands, items to replicate spells, but martials don't. Got it.
Casters can make them for half price. And don't need to drop fortunes on swords and armor and stuff, so they tend to have a lot more cash left over. Unless "gets 3x his share of the loot" is a fighter class feature?

And now you're out a feat. But it was just established by Rynjin that a feat is a hefty investment? Lines in sand.


Kirth Gersen wrote:
Khrysaor wrote:
Oh what's that? The wizard got hit with a dispel magic and fell only to cast feather fall and got hit with another dispel? It's a good thing that rogue had no problems or else we'd be sending the cleric up next.

You have repeating strobe lights of dispel magic that work even when it's not their turn, just to screw the casters?

No wonder you don't see a disparity.

Just smart high level monsters that can cast it at will and ready actions to counter a secondary spell.


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Khrysaor wrote:
And now you're out a feat.

Check out wizards at 1st level. It's not like Scribe Scroll is a bonus feat or anything.


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Khrysaor wrote:
Just smart high level monsters that can cast it at will and ready actions to counter a secondary spell.

Still against the rules. You can't cast it, then ready an action and cast it again in the same round.


You know what -- do you actually know any of the game rules, or are you just making stuff up?


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Kirth Gersen wrote:
You know what -- do you actually know any of the game rules, or are you just making stuff up?

He seems to act like this in every thread he posts in.


You've never had an encounter with more than one monster? Never did I mention one monster when I said monsters. Take care to notice and understand the punctuation.


Kirth Gersen wrote:
For what it's worth, I've never played a 15th level wizard who didn't have feather fall prepared in one of his 1st level slots, mostly because I'll always have overland flight up and don't want to be screwed if it gets dispelled. So, either way, I'm really not worried about having to climb a rope all day.

I'm still trying to figure out why anyone would be arguing about spider climb for high level casters who can cast some form of fly. Although overland flight wouldn't help you ascend a cliff any faster than the rogue climbing it. Especially if the rogue decides to use accelerated climbing.


Kirth Gersen wrote:
Khrysaor wrote:
And now you're out a feat.
Check out wizards at 1st level. It's not like Scribe Scroll is a bonus feat or anything.

Doesn't help you with potions, wands, or items that replicate spells. Doesn't help sorcerers, oracles, clerics, Druids, archetypes of wizards, any other caster.

So because one class can make scrolls all casters can make potions, scrolls, wands, and items that replicate spells?

Maybe that's why you have so much disparity.


Prince of Knives wrote:
Khrysaor wrote:
Prince of Knives wrote:
Khrysaor wrote:
Trogdar wrote:

I think the point is that a second level spell isn't really a scarce resource at mid to high level. I also can't imagine a prepared caster running around without a few low level pearls of power.

I suppose the only thing to really ask yourself is how scarce of a resource do you think a spell slot is by comparison to a feat? I would just point out that of the two, only spell slots can be gained through money.

Why is a single talent worth so much at mid to high levels? You have 5-7 other ones at this point.

There are several items that grant specific feats.

It's about replacability. Follow me here: you don't get your rogue talents back. But I can learn new spells, and memorize new spells, very easily. I can take spells I don't cast a lot and turn them into potions or scrolls. Don't wanna spend feats? I can BUY potions, scrolls, and/or wands instead. Spells are cheap, and you always get more of them, and that number only ever goes up. Talents, though? Talents are forever, and you only get so many. Each one has to be useful for your WHOLE CAREER.
So casters get to buy potions, scrolls, wands, items to replicate spells, but martials don't. Got it.

Potions sure. Scrolls and wands take a skill point investment - more resources you're not getting back - and then come with a failure chance. Or you could be a caster in the first place, save the skill points, and use them with no chance for failure.

Things are cheaper for spellcasters. "I can do this all day" is a meaningless metric because whatever 'this' is, it's not happening all day. A royal ball, a climbing obstacle, a combat, a locked door, they're problems that last for maybe up to a few hours. At most. "I can climb all day" is functionally identical to "I can climb on demand", so if on-demand is cheaper, then it's better.

A 1 isn't a failure with skills so with enough investment there's nothing to worry about. Why would I want these resources back? This gives the ability to use more items than you normally could. The items in turn grant you a benefit.

What are these things that are cheaper for casters? Being able to do something all day every day usually means it's free after the initial investment if there was investment needed. A rogue spends a talent and receives the ability to climb on demand.


Kullen wrote:
"This adventure can only be completed if someone climbs this rope for 24 hours straight, while someone else stands and full attacks all day, and no one uses any spells to bypass these sorts of insanely contrived scenarios. Rogues and fighters are awesome!"

Maybe try practicing a few builds so your characters aren't so one dimensional.

Or just stop with exaggerated arguments that don't prove anything.


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Khrysaor the point you are missing is that feats are permanent. A spell can be changed out every day, or just filled to counter a certain problem. That is the advantage they have.
You can take feats that do X Y and Y

A caster can do that plus A B and C, and his A B , and C change every day.

Not every monster has dispel magic. Even the ones that do have to make the check, and if they are readying actions they are not doing anything else.

Before we take this any farther, are you trying to say casters don't have any advantages over martials in the game, even at high levels with regard to combat and problem solving?

RPG Superstar Season 9 Top 16

Also crafting feats basically double your WBL so they're kind of super-good.


@Wraithstrike

I've never said casters don't have an advantage. This all started because someone mentioned climbing. Martials climb fine and some can climb just as well as a 2nd level spell. They climb even better than full casters that don't have access to said spell. This was then met with the shifting goal posts to where it is now.

I'm not missing the point either. I know what casters can do and I know what martials can do. Why must every class perform the same tasks at the same level as all others for there to be balance?

Not every monster has dispel at high levels just like not every caster has every available spell option. That's what no one has given credit too. Mostly just that casters can do what they want when they want which is false.

@Petty Alchemy

Any class can take crafting feats. A single trait can give you a caster level. Only items that are spell trigger and spell completion are restricted to casters who can make them.

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