What ONE feat / spell / class ability would you remove from Pathfinder if you could?


Pathfinder First Edition General Discussion

51 to 76 of 76 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

Leadership. Do it in roleplay, guys.


1 person marked this as a favorite.
Create Mr. Pitt wrote:
I enjoy the people answering the one class ability to get rid of is 9 level casting. One, that's a total pipe dream. Two, that an exercise in silliness, which spells are the broken ones? Heck, stinking cloud can be an encounter-ender. What spells are problematic? Planar binding is so expensive and risky, if a GM force all the rules and consequences it starts to seem like a waste of time.

It's not a pipe dream. I can easily do it.

"Yo, 7-9 level spells are banned."

See? Simple.

And yes, there are plenty of broken spells sub-7, but there are almost EXCLUSIVELY broken spells above it.

IMO the full caster should go the way of the dodo if we ever get a new edition. Make the Wizard and Cleric archetypes 6 level casters with more spells per day and some neat class features and they'll be more balanced, and probably more fun.


Personally I am in more preferrance to the way Shadowcasters worked in 3.5 to be the new "wizard" and the Warlock be the sorcerer...


1 person marked this as a favorite.

Vancian Casting
Spells would still remain, they'd just be managed differently. (I use a spell point system, but there are other possibilities)

I looked over all my house rules, and that was the only class ability I remove. Mostly I prefer to add.


Scythia wrote:

Vancian Casting

Spells would still remain, they'd just be managed differently. (I use a spell point system, but there are other possibilities)

I looked over all my house rules, and that was the only class ability I remove. Mostly I prefer to add.

Have you seen how the Shadowcaster works? It actually works rather logically and is quite flavorful.

Essentially the break down is like this:

1) They learn "spells" like a sorcerer. They have a "spells known" list

2) Spells are broken down in groups of 3 levels. 1-3, 4-6, 7-9.
In order to learn a spell at the top of the group (like say a level 3) you would have to learn the level 2 and level 1 spell associated with the spell. The idea is that essentially the higher level spell builds on the ideas of level 1 and 2 spells.

3) As teh shadowcaster levels, their spells change type to reflect their stronger tie to their spells and their growing understanding. At first they are cast as Arcane spells and useable a few times per day each, as they gain a new spell level, they are treated as Spell-Like abilities and gain more uses of their abilities, as they gain another spell level they become useable a few more times and become Supernatural abilties.


K177Y C47 wrote:
Scythia wrote:

Vancian Casting

Spells would still remain, they'd just be managed differently. (I use a spell point system, but there are other possibilities)

I looked over all my house rules, and that was the only class ability I remove. Mostly I prefer to add.

Have you seen how the Shadowcaster works? It actually works rather logically and is quite flavorful.

Essentially the break down is like this:

1) They learn "spells" like a sorcerer. They have a "spells known" list

2) Spells are broken down in groups of 3 levels. 1-3, 4-6, 7-9.
In order to learn a spell at the top of the group (like say a level 3) you would have to learn the level 2 and level 1 spell associated with the spell. The idea is that essentially the higher level spell builds on the ideas of level 1 and 2 spells.

3) As teh shadowcaster levels, their spells change type to reflect their stronger tie to their spells and their growing understanding. At first they are cast as Arcane spells and useable a few times per day each, as they gain a new spell level, they are treated as Spell-Like abilities and gain more uses of their abilities, as they gain another spell level they become useable a few more times and become Supernatural abilties.

Seen it? I've never even heard of it.

Where's it from? Having spell trees does sound interesting.


Scythia wrote:
K177Y C47 wrote:
Scythia wrote:

Vancian Casting

Spells would still remain, they'd just be managed differently. (I use a spell point system, but there are other possibilities)

I looked over all my house rules, and that was the only class ability I remove. Mostly I prefer to add.

Have you seen how the Shadowcaster works? It actually works rather logically and is quite flavorful.

Essentially the break down is like this:

1) They learn "spells" like a sorcerer. They have a "spells known" list

2) Spells are broken down in groups of 3 levels. 1-3, 4-6, 7-9.
In order to learn a spell at the top of the group (like say a level 3) you would have to learn the level 2 and level 1 spell associated with the spell. The idea is that essentially the higher level spell builds on the ideas of level 1 and 2 spells.

3) As teh shadowcaster levels, their spells change type to reflect their stronger tie to their spells and their growing understanding. At first they are cast as Arcane spells and useable a few times per day each, as they gain a new spell level, they are treated as Spell-Like abilities and gain more uses of their abilities, as they gain another spell level they become useable a few more times and become Supernatural abilties.

Seen it? I've never even heard of it.

Where's it from? Having spell trees does sound interesting.

Tome of Magic in 3.5.

Ok I read over it again real quickly.

So you have:

Fundamental Mysteries (Cantrips)
Apprentice Mysteries ( 1-3)
Greater Mysteries (4-6)
Grand Mysters (7-9)

And within each type of mystery you have "paths"
A path goes along the three level thing. Imagine if wizards were like this, essentially you would have, say a Path of Fire.
1- Burning Hands
2- Scorching Ray
3- Fireball

In order to get fireball, you first learn Burning hands, and Scoring ray. From the Knowledge you gained from those two spells, you build apon them and learn the capstone of that path.

Now as you progress into further mysteries you main ore uses for stuff going:

Current mystery level- Spell 1/day each
prior mystery level- spell like 2/day each
next prior mystery level- supernatural 3/day each

Oh and fundamentals are spammable.

So essentially a high level shadowcaster would be like:

Grand- Spell 1/day
Greater- SPell like 2/day
Apprentice- Su 3/day


"K177Y C47 wrote:

Tome of Magic in 3.5.

Thanks, I'll see if I can scrounge up a copy.

I got most of the martial themed later books, but never felt the need for caster themed ones.

I might see about using the mechanics to build a class.


Oh, ToM was super sweet but generally underpowered (except for binders with the correct soul for a situation, they're pretty nasty). I made a complete Truenamer rewrite for Pathfinder. Like, the whole damn class. Adding talents was fun, though: I like that system for class customization. And it works really well. Had a player go through a campaign with one and outside of one or two things I had to rebalance it was good but didn't take over like a wizard. All cuz of ToM :,)


I have a long list, but picking one would probably be dazing spell.

Shadow Lodge

That upcoming Dex to damage one, save us all the face palming. :)


The DM's "rocks fall" ability. Way too op. Immediate action instant death with no save. Also highly subject to DM fiat. Too many threads about it. At least make it 1/day.


Eidolon.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Clustered Shots, aka "I Laugh At DR"


Simulacrum.


divine grace

Shadow Lodge

I ban a lot of things in my home setting, though most are for thematic reasons rather than rules ones. One rule I wish pfs would incorporate is capping your caster level at your hit dice.


Explosive runes should require an erase spell to remove, and not subject to dispel magic.

All of a sudden a near-useless spell becomes much more useful, and wizards can no longer carry around suitcase nukes.


1 person marked this as a favorite.

Evasion


Going past 12 level.
After 12 level you are playing a Super hero game not a fantasy game. Melee types can go over and Join Thor and Iron Man and the Avengers , while casters can join Superman, Green Lantern and the Justice League


1 person marked this as a favorite.
Bacon666 wrote:

Death as a condition.

Curing death is a question of gold... Even at high levels reviving the dead should be a spectacular task involving more than 10 minutes and a bag of diamond dust / gold...

For all those complaining Raise dead is too easy:Oh yeah.

Players: “Hey Bob, we have to go on a quest for about 4 nites of gaming in order to raise you, so I guess you can just stay home or you can play my Mount.”

Bob: “yeah, sounds like real fun. Look, instead- here’s Knuckles the 87th , go ahead and loot Knuckles the 86th body. He's got some cool stuff."

The whole idea of “death should mean something” becomes meaningless when we all realize that D&D is a Game, Games should be Fun, and in order to have Fun you have to Play. Thereby, when a Player’s PC dies either you Raise him or he brings in another. Raising is preferable story-wise, and costs resources. Bringing in another costs continuity and actually increases party wealth. Not to mention, instead of an organic played-from-1st-PC we have a PC generated at that level, which can lead to some odd min/maxing.

The third alternative is “Sorry Bob, Knuckles is dead. You’re out of the campaign, we’ll let you know when the next one is starting, should be in about a year or so.’ Really?

But I have several: Scry and fry, Simulacrum. Blood Money (as is, needs limits, say 1000gps?)


So far in my limited PF experience, highly colored by these forums I'd have to put Dazing spell at the top of my problematic list. As for banning depends. Most of the time I don't ban much if anything. When I do ban, alter or tweak things it's generally for thematic reasons or other campaign reasons not because I find it "overpowered". Overpowered is an overused word heard overmuch ...


What i would like to see removed ( well Changed ).

Energy Drain. = Would no longer drain levels.

Instead, would drain Hit Points. 1d6 hit point drained from target per level drained ( per level drained in referent to how the spell currently works.. which very by creature or spell ). The creature that used energy drain, gains the hp to inself as a self heal.

......................................................

Still allows undead to be a threat, with a damage to PC, and cure hp to itself.

This way Wight would be doing 1d6, Vampire would be doing 2d6, and the 9th level Energy Drain spell would do 2d4 x 1d6 damage while healing the caster by said amount of hp.


Any reason why? I don't see why Energy Drain needs to be nerfed.

It's 5 damage a level and -1 to all rolls. Pretty clean that way.


DrDeth wrote:

The third alternative is “Sorry Bob, Knuckles is dead. You’re out of the campaign, we’ll let you know when the next one is starting, should be in about a year or so.’ Really?

No, you can't kill Blackleaf! Somebody do something!

51 to 76 of 76 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / What ONE feat / spell / class ability would you remove from Pathfinder if you could? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion