Does anyone just like Pathfinder as it is?


Pathfinder First Edition General Discussion

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Lyra Amary wrote:
JoeJ wrote:
It may be legal for the superstitious barbarian to deliberately stop raging just so the party wizard (or cleric) can cast a spell, but it's not very good roleplaying.
Why? Barbarians clearly have the ability to control their Rage. Otherwise they would not be able to call upon it at any time and drop it as a free action. Are you saying that Barbarians cannot think tactically while they Rage?

If he were thinking tactically and perfectly okay with having a spell cast on him, then he wouldn't have to stop raging. Or do you have some other in-world explanation for what the Superstition rage power is?


Superstitions have always been bad design. I can not think in any other optional class feature that is so "must have".


I take it you're of the school that a Barbarian can take no action but "ATTACK IT TIL ITS DEAD DURRRRRRRR" while Raging?


thegreenteagamer wrote:
Lyra Amary wrote:
JoeJ wrote:
It may be legal for the superstitious barbarian to deliberately stop raging just so the party wizard (or cleric) can cast a spell, but it's not very good roleplaying.
Why? Barbarians clearly have the ability to control their Rage. Otherwise they would not be able to call upon it at any time and drop it as a free action. Are you saying that Barbarians cannot think tactically while they Rage?
The RP behind superstitious...heck, the name itself...is that you don't trust magic. So why would you voluntarily lower your defenses against magic to be hit with it?

The whole ability chain aggravates me flavor-wise. First superstitious people deeply believe in the supernatural and are the most susceptible to it. Somehow avoiding black cats and throwing salt over your shoulder makes you more resilient to magic. Then this ability goes into spell sunder, which not only lets you destroy magic but remove intricate curses from allies by smacking them. Somehow your disdain for magic gives you intimate knowledge about it's inner workings.

Bah!

Liberty's Edge

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JoeJ wrote:
It may be legal for the superstitious barbarian to deliberately stop raging just so the party wizard (or cleric) can cast a spell, but it's not very good roleplaying.

Eh, I dunno. A lot of superstitious tribal cultures are fine with their particular shaman or priest blessing them or protecting them from hostile magics, just not strangers doing the same (Who knows what they might really be casting, after all?). Seems like fine roleplaying to me if the Barbarian knows the spellcaster well.


I guess I was not aware of people trying to always make the wizard class better than everyone.

I certainly don't want all classes really to be equal. For example, I don't want thieves to be as good as barb or fighter at killing the enemy. I don't want the other classes to be as good as the thief at breaking locks, finding and disabling traps, or stealing stuff. Stuff like that.

I like options but at the same time, people keep finding the options to make some classes flat out better at doing things than the others at what they were made to do. Now, I get that a fair bit of this is harder to fix in PFS but in home games, if you have someone that wants to be a thief and then someone makes a bard that does everything the thief can do and more, you tell the bard player to cut it out because now said thief player just became useless. Same goes for the wizard. If a player playing the wizard is actively trying to nullify every member on the team's usefulness, as the GM you should tell them to cut it out and let everyone else actually play.

You don't need to add more mechanics to fix things really. it comes to the DM, GM, Whatever, to say "Do you want to play as a team, or do you want a solo game?" Really, for that it is about the group playing with each other and not trying to overwrite each other.

I read a blog a few weeks back by some writer over at WOTC. I forget the name but he basically said that players shouldn't be trying to game the system and hunting for exploits because when you find a game breaking strategy, it is just that. You broke the game. Why would you intentionally want to break the game instead of enjoying how it was intended and play to the spirit of how things are?

Personally, I hate making the character that can do everything or nullify another class/player. It just takes away their fun really and I don't have fun unless everyone is having fun, including the GM. Plus when I do make a character than can end any encounter in the first round, I retire the character for being too boring now. I hate dominant strategies and try to avoid them.

Now before anyone says it, no I do not have to handicap myself just to have fun and some challenge. How can it be a handicap if it makes the game more fun for everyone? I know someone would have brought that up because I have heard it in person before and it irritates me.

Also for things like combat, the thief is not useless. I tend to do things like stealing the enemy mage's spell pouch or drop their pants or something. Find creative ways to hinder the enemy to make it easier for the fighter or whoever. That or I sneak up and put a fishing line across the doorway in case any more enemies try to rush in the room. Yes I know anyone can do that but it feels more in theme to the thief, which I now realize I have been calling thief instead of rogue.


Squiggit wrote:


Which has literally nothing to do with the point at all, so I'm not even sure why you're saying it. You don't need a to have "constant one-upmanship" for a wizard to be better than a rogue. Nevermind that, again, saying that the wizard can just play down at the rogue's level doesn't change the fact that that's a conscious choice on the player's part and therefore only highlights the issue.

It's not a question of "playing down at the rogue's level". It's more a question of choosing to focus on something else rather than the rogue's jobs within the party.


Deadmanwalking wrote:
JoeJ wrote:
It may be legal for the superstitious barbarian to deliberately stop raging just so the party wizard (or cleric) can cast a spell, but it's not very good roleplaying.
Eh, I dunno. A lot of superstitious tribal cultures are fine with their particular shaman or priest blessing them or protecting them from hostile magics, just not strangers doing the same (Who knows what they might really be casting, after all?). Seems like fine roleplaying to me if the Barbarian knows the spellcaster well.

How does that fit with, "While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies?" If he were okay with an ally casting a spell on him, he wouldn't need to stop raging to let it happen.


Jaçinto wrote:
I don't want the other classes to be as good as the thief at breaking locks, finding and disabling traps, or stealing stuff. Stuff like that.

I thought you were Ok with Pf as it is.


Exactly Bill. it's a concious choice the wizard player has to make on whether or not to be a jerk to the rest of the players and letting them actually be allowed to play. It's not the class, it's the player.


Bill Dunn wrote:
Squiggit wrote:


Which has literally nothing to do with the point at all, so I'm not even sure why you're saying it. You don't need a to have "constant one-upmanship" for a wizard to be better than a rogue. Nevermind that, again, saying that the wizard can just play down at the rogue's level doesn't change the fact that that's a conscious choice on the player's part and therefore only highlights the issue.
It's not a question of "playing down at the rogue's level". It's more a question of choosing to focus on something else rather than the rogue's jobs within the party.

Not sure why. You can have a paladin and a barbarian in the party whose only mission is to kill things with pointy sticks and they could work just fine togheter. If the bard make the rogue feel bad is rogue fault.


Nicos, I am ok with Pf as it is and that includes playing to the themes of each character's role/profession as described in the books.


JoeJ wrote:

How does that fit with, "While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies?" If he were okay with an ally casting a spell on him, he wouldn't need to stop raging to let it happen.

You can explain it as Rage being a very heightened state of mind so that the Barbarian is just reflexively resisting all spells cast on them, no matter who is casting it. Once they drop Rage they are no longer in such a state of mind where they immediately resist the moment they feel a spell being cast on them.


Marcus Robert Hosler wrote:
thegreenteagamer wrote:
Lyra Amary wrote:
JoeJ wrote:
It may be legal for the superstitious barbarian to deliberately stop raging just so the party wizard (or cleric) can cast a spell, but it's not very good roleplaying.
Why? Barbarians clearly have the ability to control their Rage. Otherwise they would not be able to call upon it at any time and drop it as a free action. Are you saying that Barbarians cannot think tactically while they Rage?
The RP behind superstitious...heck, the name itself...is that you don't trust magic. So why would you voluntarily lower your defenses against magic to be hit with it?

The whole ability chain aggravates me flavor-wise. First superstitious people deeply believe in the supernatural and are the most susceptible to it. Somehow avoiding black cats and throwing salt over your shoulder makes you more resilient to magic. Then this ability goes into spell sunder, which not only lets you destroy magic but remove intricate curses from allies by smacking them. Somehow your disdain for magic gives you intimate knowledge about it's inner workings.

Bah!

"Intimate knowledge about its inner workings"?

What?

The Barbarian is not unraveling this magic, dispelling it, undoing it, or anything like that.

He is taking it in one hand, and squeezing it until it cracks like a walnut between his beefy fingers. It doesn't take any sort of "intimate knowledge" to HULK SMASH something.

I know perfectly well how to smash a television with a baseball bat. Just don't ask me to fix it afterward, because I have no earthly clue.

Liberty's Edge

JoeJ wrote:
Deadmanwalking wrote:
JoeJ wrote:
It may be legal for the superstitious barbarian to deliberately stop raging just so the party wizard (or cleric) can cast a spell, but it's not very good roleplaying.
Eh, I dunno. A lot of superstitious tribal cultures are fine with their particular shaman or priest blessing them or protecting them from hostile magics, just not strangers doing the same (Who knows what they might really be casting, after all?). Seems like fine roleplaying to me if the Barbarian knows the spellcaster well.
How does that fit with, "While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies?" If he were okay with an ally casting a spell on him, he wouldn't need to stop raging to let it happen.

When raging, I imagine them as getting tunnel vision and shrugging off all effects without even paying attention to who they're from...but if they're no longer Raging, they can pause a moment and let their friends help them. Seems reasonable to me, if perhaps poorly named.


@Jaçinto

A couple things:

1. You don't have to go out of your way to make full casters better than everyone. It's engrained into the system. You pretty much became better than everyone the first time you looked through your shiny new potential spell list with virgin eyes and saw options like Color Spray and Stinking Cloud and thought to yourself, "Gee willikers, these sure sound neat!"

2. If the only way the "thief" is useful is if you throw out other classes that do what he does+, then I don't see that as a shining endorsement for the overshadowed class. Instead of cutting the other class down at the knees, why is it so wrong to want that overshadowed class to have its own nice things? Hell, a lot of people who get angry about the Rogue love the Rogue concept. The issue is that the Rogue class does not fulfill the Rogue concept to the point that half the classes in the game just do it better.

3. I agree balanced/planned party composition and teamwork is good. I don't agree with you in saying that bad classes should dictate what good classes are capable of doing via houserules. If a few options are subpar compared to the rest it seems much more efficient to buff or prune them then to balance every other option that is not bad against them.


Jaçinto wrote:
Nicos, I am ok with Pf as it is and that includes playing to the themes of each character's role/profession as described in the books.

Then, you like a very restricted version of PF. So you should not be surprised when other people feel diferent from you when they play a more general game.


Rynjin wrote:
Marcus Robert Hosler wrote:
thegreenteagamer wrote:
Lyra Amary wrote:
JoeJ wrote:
It may be legal for the superstitious barbarian to deliberately stop raging just so the party wizard (or cleric) can cast a spell, but it's not very good roleplaying.
Why? Barbarians clearly have the ability to control their Rage. Otherwise they would not be able to call upon it at any time and drop it as a free action. Are you saying that Barbarians cannot think tactically while they Rage?
The RP behind superstitious...heck, the name itself...is that you don't trust magic. So why would you voluntarily lower your defenses against magic to be hit with it?

The whole ability chain aggravates me flavor-wise. First superstitious people deeply believe in the supernatural and are the most susceptible to it. Somehow avoiding black cats and throwing salt over your shoulder makes you more resilient to magic. Then this ability goes into spell sunder, which not only lets you destroy magic but remove intricate curses from allies by smacking them. Somehow your disdain for magic gives you intimate knowledge about it's inner workings.

Bah!

"Intimate knowledge about its inner workings"?

What?

The Barbarian is not unraveling this magic, dispelling it, undoing it, or anything like that.

He is taking it in one hand, and squeezing it until it cracks like a walnut between his beefy fingers. It doesn't take any sort of "intimate knowledge" to HULK SMASH something.

I know perfectly well how to smash a television with a baseball bat. Just don't ask me to fix it afterward, because I have no earthly clue.

He smacks the baleful polymorph, dominate person, geas, and other such spells off his allies. That takes some finesse and magic know-how.


Marcus Robert Hosler wrote:
Rynjin wrote:
Marcus Robert Hosler wrote:
thegreenteagamer wrote:
Lyra Amary wrote:
JoeJ wrote:
It may be legal for the superstitious barbarian to deliberately stop raging just so the party wizard (or cleric) can cast a spell, but it's not very good roleplaying.
Why? Barbarians clearly have the ability to control their Rage. Otherwise they would not be able to call upon it at any time and drop it as a free action. Are you saying that Barbarians cannot think tactically while they Rage?
The RP behind superstitious...heck, the name itself...is that you don't trust magic. So why would you voluntarily lower your defenses against magic to be hit with it?

The whole ability chain aggravates me flavor-wise. First superstitious people deeply believe in the supernatural and are the most susceptible to it. Somehow avoiding black cats and throwing salt over your shoulder makes you more resilient to magic. Then this ability goes into spell sunder, which not only lets you destroy magic but remove intricate curses from allies by smacking them. Somehow your disdain for magic gives you intimate knowledge about it's inner workings.

Bah!

"Intimate knowledge about its inner workings"?

What?

The Barbarian is not unraveling this magic, dispelling it, undoing it, or anything like that.

He is taking it in one hand, and squeezing it until it cracks like a walnut between his beefy fingers. It doesn't take any sort of "intimate knowledge" to HULK SMASH something.

I know perfectly well how to smash a television with a baseball bat. Just don't ask me to fix it afterward, because I have no earthly clue.

He smacks the baleful polymorph, dominate person, geas, and other such spells off his allies. That takes some finesse and magic know-how.

No, he cleaves through it with all the blunt force of whatever two handed weapon he happens to be using. It's "Spell Sunder" not "Spell Disarm" or "Spell Trip" would would require him to have Combat Expertise. Nor does it require him to have a single damn clue about magic due the lack of knowledge/spellcraft rank requirements.

Liberty's Edge

Marcus Robert Hosler wrote:
He smacks the baleful polymorph, dominate person, geas, and other such spells off his allies. That takes some finesse and magic know-how.

No, it requires the raw power to simply break the subtle magics in half. No subtlety needed.


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Marcus Robert Hosler wrote:
He smacks the baleful polymorph, dominate person, geas, and other such spells off his allies. That takes some finesse and magic know-how.

That idea works fine. I just find more amusing to think that the Barbarian is just hitting spells so hard that they fail.

I'm waiting for the day when I see a Barbarian dispel a Wizard's demiplane using Spell Sunder by getting angry and punching the ground so hard the entire plane blinks out of existence. Come to think of it, it'd be pretty epic too.


chaoseffect wrote:
1. You don't have to go out of your way to make full casters better than everyone. It's engrained into the system. You pretty much became better than everyone the first time you looked through your shiny new potential spell list with virgin eyes and saw options like Color Spray and Stinking Cloud and thought to yourself, "Gee willikers, these sure sound neat!"

Yeah, I just have to compare how my Magus and Fighter at similar levels in two different campaigns played.


Nicos, restricted? I play a class based game with the classes being described the way they are in the book by the developers of the game for how they intended it to be played. That is why it is a class game and not a freeform game.

I don't consider any "flavour text" in the classes or powers to be meaningless fluff since that would make all descriptive non mechanical stuff to be meaningless fluff, including the adventure.

When I make a character, I work within that stuff and, unsurprisingly, you can do a LOT with that and make characters that are extremely different from others of the same class. It is called having some creativity even within guidelines.

Before someone takes that the wrong way, I am not saying ignoring that stuff is bad if that is the way your group plays. It is just now how I play and it has never once felt like a straightjacket to me.


Deadmanwalking wrote:
Marcus Robert Hosler wrote:
He smacks the baleful polymorph, dominate person, geas, and other such spells off his allies. That takes some finesse and magic know-how.
No, it requires the raw power to simply break the subtle magics in half. No subtlety needed.

And yet the person doesn't break? How did he figure out how to smack magic instead of people?


Marcus Robert Hosler wrote:
Deadmanwalking wrote:
Marcus Robert Hosler wrote:
He smacks the baleful polymorph, dominate person, geas, and other such spells off his allies. That takes some finesse and magic know-how.
No, it requires the raw power to simply break the subtle magics in half. No subtlety needed.
And yet the person doesn't break? How did he figure out how to smack magic instead of people?

I dunno, but it certainly didn't require me to learn anything about magic, as per the lack of knowledge/spellcraft rank requirements.


Marcus, having the ability to do that kinda suggests that he practised and trained how to do it, as does any ability or feat any class has.


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Jaçinto wrote:

Nicos, restricted? I play a class based game with the classes being described the way they are in the book by the developers of the game for how they intended it to be played. That is why it is a class game and not a freeform game.

I don't consider any "flavour text" in the classes or powers to be meaningless fluff since that would make all descriptive non mechanical stuff to be meaningless fluff, including the adventure.

When I make a character, I work within that stuff and, unsurprisingly, you can do a LOT with that and make characters that are extremely different from others of the same class. It is called having some creativity even within guidelines.

Before someone takes that the wrong way, I am not saying ignoring that stuff is bad if that is the way your group plays. It is just now how I play and it has never once felt like a straightjacket to me.

You liked or not that is a restricted version of PF. I can play a paladin-like LG rogue and make it made perfect sense. The same way I can play a salyer like the typical thief/rogue and made perfect sense.

Pathfiner allow that. That is pathfinder.

I'm not saying you are having badwrongfun, I'm just saying taht ou should not feel confused with satetemst like "salyers are better rogues thatn the rogue" for example, because not everyone choose to be restricted the same way as you.


Hey I don't have the every book or study every single thing in all the books so please tell me, what classes do what the theif/rogue does, but better?

If you mean because of skill points and taking cross class skills, I get that already but just because an option is available, doesn't mean you have to do it. I am talking about naturally as part of class features and abilities, not optional variables.


Oh right, the rogue is alignment any. I still thought it was non-lawful as it makes a fair bit more sense. Don't think I have ever seen any iconic rogue in films or books I have read that could be considered lawful really, unless I am misreading what lawful is which is totally possible. When I think Rogue, not thief, I think of people with the roguish personalities like Han Solo. No way can that be considered lawful.


Jaçinto wrote:
Hey I don't have the every book or study every single thing in all the books so please tell me, what classes do what the theif/rogue does, but better?

Lessee...

Bard
Archaeologist Bard
Trapper Ranger
Vivisectionist Alchemist
Slayer
Investigator
Seeker Sorcerer
Seeker Oracle
Ninja
Inquisitor

Just off the top of my head.


There are several classes taht are at least as good rogue as the rogue. It is a reality in parthfinder But there are other threads for that.

The point here is that if Bob want to play a rogue and Fred want to play a roguish saleyer/bard/inquisitor/whatever then Fred should not feel bad for doing a better job than Bob (asuming equal optimization), because it is the fault of the game. If bob instead choose another of the rogue replacement then none of them would feel outperformed (asumming again same level of optimization)

And I HATE that. every time I read a new book I look for good rogue talents and they are just not there. every talent in the inner sea combat are laugable just to give one example.


I don't recall the base bard having any class abilities for finding/disabling traps or picking locks or anything like that.

By the way, my group has decided that for a certain campaign it will be core rulebook only and I am playing a thief in that one, and yes I mean full on thief not just rogue. I think there will be a bard in the group but he wants to play minstrel style, not "better rogue."

Also not totally sure how a wizard does every classes job better all the time, myself but again I don't study everything. I mean because of the number of spell slots means they can't really do what everyone does all day every day I think. Unless of course people are talking about magic items like wands and stuff but when I compare classes, I am talking about just the class by itself. I don't tend to take into account skill points or feats or items or traits that really anyone can get.

Quick question. Between "every day I think." and "unless of course" should that be a period or a semi colon because the first is complete but the second builds off the first? I am trying to learn to use semi colons properly.


Jaçinto wrote:
I don't recall the base bard having any class abilities for finding/disabling traps or picking locks or anything like that.

You mean besides the skills, of which he gets more than any class in the game (after Versatile Performance), Perception and Disable Device?

Trapfinding is not necessary to find traps, and is only necessary to disable the minority of them.

Also, Aram Zey's Focus. Bard 2. 1 min/level. Grants Trapfinding. Also, you can re-roll your Disable check if you flub it hard enough that the trap would be set off.

The usual argument is "Yeah but uh it's short duration" to which I answer: You don't need it on all the time. You can FIND non-magical traps just fine without it. Cast it on the fairly rare occasion you find one.

Jaçinto wrote:
By the way, my group has decided that for a certain campaign it will be core rulebook only and I am playing a thief in that one, and yes I mean full on thief not just rogue. I think there will be a bard in the group but he wants to play minstrel style, not "better rogue."

Neat?

Jaçinto wrote:
Also not totally sure how a wizard does every classes job better all the time, myself but again I don't study everything. I mean because of the number of spell slots means they can't really do what everyone does all day every day I think.

Wizards aren't good because they can do everything all day every day, they're good because they can potentially (with a realistic potential) do just about anything in a single class. There is a spell for (almost literally) EVERYTHING, and many spells actually do things better than skills (EX: Spider Climb, Fly vs Climb).

Jaçinto wrote:
Unless of course people are talking about magic items like wands and stuff but when I compare classes, I am talking about just the class by itself. I don't tend to take into account skill points or feats or items or traits that really anyone can get.

I do. Know why?

Because if class X can do Y, but class A can do B, C, D, and there is a trait or non-class option that allows class A to do Y...but there's no equivalent that allows class X to do B, C, or D (much less all 3), that indicates class A is better, since it has more options.

In our example, the Rogue (Class X) has Trapfinding as its only real feature. Sneak Attack is simply damage (which anyone can do), and Rogue Talents are largely garbage and/or Feats, and that is everything a ROgue can really do.

A Bard (class A) has non-class options that grant it Trapfinding. It can also use Bardic Performances, Versatile Performance, and spells.

The Rogue has no non-class options that grant it ANY of those things.

So you're left with Class X (Rogue) being able to do Y...but Class A (Bard) being able to do B, C, D, AND ALSO Y.

Which is why it's better.


Deadmanwalking wrote:
JoeJ wrote:
Deadmanwalking wrote:
JoeJ wrote:
It may be legal for the superstitious barbarian to deliberately stop raging just so the party wizard (or cleric) can cast a spell, but it's not very good roleplaying.
Eh, I dunno. A lot of superstitious tribal cultures are fine with their particular shaman or priest blessing them or protecting them from hostile magics, just not strangers doing the same (Who knows what they might really be casting, after all?). Seems like fine roleplaying to me if the Barbarian knows the spellcaster well.
How does that fit with, "While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies?" If he were okay with an ally casting a spell on him, he wouldn't need to stop raging to let it happen.
When raging, I imagine them as getting tunnel vision and shrugging off all effects without even paying attention to who they're from...but if they're no longer Raging, they can pause a moment and let their friends help them. Seems reasonable to me, if perhaps poorly named.

Tunnel Vision to the point that he can't pay attention to who is casting a spell, but he can stop raging because he noticed that his buddy wants to cast a spell? That's a bit contrived to justify an action that seems to me to be pure metagaming.


Ok fine, congratulations. You killed my enjoyment of the rogue as an acceptable class in pathfinder. At least it is still perfectly good and viable in 2nd and 5th edition D&D. Never played 1st even though I always wanted to do so. AD&D Thief will always be one of my favourites but fine, you guys made the pathfinder/3.5 rogue look like the red headed step child the Thief keeps locked in the cupboard so it doesn't have to look at it.

Liberty's Edge

Marcus Robert Hosler wrote:
Deadmanwalking wrote:
Marcus Robert Hosler wrote:
He smacks the baleful polymorph, dominate person, geas, and other such spells off his allies. That takes some finesse and magic know-how.
No, it requires the raw power to simply break the subtle magics in half. No subtlety needed.
And yet the person doesn't break? How did he figure out how to smack magic instead of people?

Magic. Old, simple, brutal, instinctive magic. It's a supernatural ability after all. They simply channel their sheer hate of black sorcery into the blow and strike at the air near their friend where the spell floats like an invisible rune, not seeing it, but feeling where to strike with all their will and strength...and the spell shatters at their mighty blow. Their will manifests in the world the same way a Paladin's does when he Smites Evil, just with a different target. It's not learned the way book-learning is, it's a thing of blood and heart and will. A thing of instinct and the power of rage and hate, and how those forces can break the very force of magic itself.

Or at least that's how I see it.

JoeJ wrote:
Tunnel Vision to the point that he can't pay attention to who is casting a spell, but he can stop raging because he noticed that his buddy wants to cast a spell? That's a bit contrived to justify an action that seems to me to be pure metagaming.

What, you've never seen fiction where a friend calling their name snaps a berserker out of it, though they barely noticed said friend before? I imagine it as exactly like that, they yell "Hey, Kulgrash!" and he shakes his blood-fury off for a moment and turns to them.


Just as in S&M (or in Shamanistic rituals?) you can use a safe word. :)

Rage =/= Stupid.

There is actually ways for Santeros, Houngans and Mambos to make people quickly snap out of ceremonial spirit possession.


anlashok wrote:
Jaçinto wrote:
I think there is a silent majority that like it and a vocal minority that want to change everything they can so they can have more power under the guise of "but it is a sub standard class"
Ironic given the extremely loud vocal minority on this forum that wants to make sure no one can be as 1337 as their wizard under the guise of "no guys, there isn't a balance problem at all, what are you talking about?"

To be fair, some of that vocal minority are at least pretty open about it. I disagree with Nathaniel Love's opinions on most issues of game balance, but at least he is open about his desire to play a god wizard.


chaoseffect wrote:
Marcus Robert Hosler wrote:
Deadmanwalking wrote:
Marcus Robert Hosler wrote:
He smacks the baleful polymorph, dominate person, geas, and other such spells off his allies. That takes some finesse and magic know-how.
No, it requires the raw power to simply break the subtle magics in half. No subtlety needed.
And yet the person doesn't break? How did he figure out how to smack magic instead of people?
I dunno, but it certainly didn't require me to learn anything about magic, as per the lack of knowledge/spellcraft rank requirements.

Exactly my issue.

Idc that he can do these things, but it needs better reasoning.


Anzyr wrote:
Uh, no change that I (or anyone who understands the balance of the system) has ever been enough to put the sub-par classes on par with the truly powerful classes (full casters).

Well, I disagree.


Rynjin wrote:
Wizards aren't good because they can do everything all day every day, they're good because they can potentially (with a realistic potential) do just about anything in a single class. There is a spell for (almost literally) EVERYTHING, and many spells actually do things better than skills (EX: Spider Climb, Fly vs Climb).

I might point out that this potential underlines the fact that it's a matter of choice in how the player wants to play the wizard. He could fill a niche that no other player has chosen to play - he's got that potential. Or, if a niche is filled, choose to devote his resources to another one.


DrDeth wrote:
Anzyr wrote:
Uh, no change that I (or anyone who understands the balance of the system) has ever been enough to put the sub-par classes on par with the truly powerful classes (full casters).
Well, I disagree.

Do tell what change that has been suggested for Fighters, like say 4+Int base skills, a common enough one, or giving the Rogue a mechanic to boost their accuracy or more reliable bonus damage is going to put those classes on the same standing as Mister "Summon a horde of a celestial superbeings". I haven't seen any such suggestions, but I suppose they might exist.


Bill Dunn wrote:
Rynjin wrote:
Wizards aren't good because they can do everything all day every day, they're good because they can potentially (with a realistic potential) do just about anything in a single class. There is a spell for (almost literally) EVERYTHING, and many spells actually do things better than skills (EX: Spider Climb, Fly vs Climb).
I might point out that this potential underlines the fact that it's a matter of choice in how the player wants to play the wizard. He could fill a niche that no other player has chosen to play - he's got that potential. Or, if a niche is filled, choose to devote his resources to another one.

It costs a Wizard very minimal resources to do both though (around level 9). So why wouldn't they?


Anzyr wrote:
Bill Dunn wrote:
Rynjin wrote:
Wizards aren't good because they can do everything all day every day, they're good because they can potentially (with a realistic potential) do just about anything in a single class. There is a spell for (almost literally) EVERYTHING, and many spells actually do things better than skills (EX: Spider Climb, Fly vs Climb).
I might point out that this potential underlines the fact that it's a matter of choice in how the player wants to play the wizard. He could fill a niche that no other player has chosen to play - he's got that potential. Or, if a niche is filled, choose to devote his resources to another one.
It costs a Wizard very minimal resources to do both though (around level 9). So why wouldn't they?

Seems like a waste to me. Play with the PCs you have not the PCs you want.

If you do have a rogue in the party, it's a waste to prepare knock or make wands of it.

Now a more important question: What is more efficient? Buffing the rogue or summoning monsters to do things? At some point it becomes the latter.


Marcus Robert Hosler wrote:
Anzyr wrote:
Bill Dunn wrote:
Rynjin wrote:
Wizards aren't good because they can do everything all day every day, they're good because they can potentially (with a realistic potential) do just about anything in a single class. There is a spell for (almost literally) EVERYTHING, and many spells actually do things better than skills (EX: Spider Climb, Fly vs Climb).
I might point out that this potential underlines the fact that it's a matter of choice in how the player wants to play the wizard. He could fill a niche that no other player has chosen to play - he's got that potential. Or, if a niche is filled, choose to devote his resources to another one.
It costs a Wizard very minimal resources to do both though (around level 9). So why wouldn't they?

Seems like a waste to me. Play with the PCs you have not the PCs you want.

If you do have a rogue in the party, it's a waste to prepare knock or make wands of it.

Now a more important question: What is more efficient? Buffing the rogue or summoning monsters to do things? At some point it becomes the latter.

Yes, at some point it does indeed become the latter. And that's the problem.


They made a bard spell that gives trap finding? for minutes per level? That'll last most dungeons. Kinda ridiculous :P

Shadow Lodge

Thomas Long 175 wrote:
They made a bard spell that gives trap finding? for minutes per level? That'll last most dungeons. Kinda ridiculous :P

Depends on how you define "most dungeons".


Kthulhu wrote:
Thomas Long 175 wrote:
They made a bard spell that gives trap finding? for minutes per level? That'll last most dungeons. Kinda ridiculous :P
Depends on how you define "most dungeons".

Anything that isn't 90% walking?

Webstore Gninja Minion

Removed a post. Please don't be insulting of other play styles—what one group does with their game has no bearing on yours.


not at all

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