
Rynjin |

Rynjin wrote:I disqualified said solution because Monks do, in fact, have magic (namely, Ki Pool as a Su ability)Supernatural is not magic. It's...supernatural. <g> Spells and Spell-like is magic.
Su abilities are shut down by an antiMAGIC field.
Supernatural is a synonym for magic.
The in-game definition of a Su ability is "Supernatural abilities are magical attacks, defenses, and qualities. These abilities can be always active or they can require a specific action to utilize. The supernatural ability's description includes information on how it is used and its effects."
You are wrong here.
Rynjin wrote:I disqualified said solution because Monks do, in fact, have magic (namely, Ki Pool as a Su ability)Thematically, you can build a monk to be what you are asking for.
You are conflating thematics and mechanics. They are two very different things.
Yes, they are. But I'm not conflating the two. You cannot, mechanically, build a viable character who uses no magic.
Rynjin wrote:Nope. See, first of all, whether or not various classes are "balanced" is 100% subjective opinion. In our games, our Fighter is far and away the most powerful PC. We get threads here all the time with GM's moaning about how OP their rogue is and what to do about him. I have seen Wizards who are more useless than a burnt-out match.
Creating "trap" options, or options that are inferior for no other reason than that they are inferior, is the absolute PINNACLE of s$~*ty game design. Purposefully designing something...
Which does not speak to the balance of the classes, merely the skill of the players.
Given the same skill, a Wizard will out-perform a Fighter given all other circumstances are the same. Balance may be somewhat subjective, especially around the middle ground (I'd be hard-pressed to definitively rank balanced classes like the Inquisitor, Bard, or Alchemist from best to worst), but it is not entirely subjective, and comparing the weakest to the strongest classes is quite easy.
And then you see, some folks want to take a option that is less powerful. You call it a "trap" but since it's a CHOICE, why does everyone have to take only the MOST powerful options? Maybe MY idea for my PC includes taking the Sea Legs feat. To me, it's EXACTLY what I want, so for ME, for MY character it's not a 'trap' at all. But some might say it's a 'trap option" and thus want to take that option away...so I no longer have that option.
It's a ROLEPLAYING game, not a OPTIMIZING game.
Sea Legs does nothing for your roleplaying, at all. It is nothing but a mechanical bonus to three skills.
Actually, I'd hesitate to call it a trap option at all, even if it is a poor one, it adds a +2 to one pretty solid skill and two you need to survive on a ship, so it's at least USEFUL for someone who uses those skills a lot, unlike Prone Shooter, Monkey Lunge, and other Feats that only exist to constitute an objectively bad choice.
But I digress. The point is, a trap option is poorly designed. Whether someone prefers to gimp themselves with it or not is irrelevant, that's player choice.
What we're talking about right now is DEVELOPER choice.
You want Sea Legs for roleplay purposes, yes? Does it harm your roleplay if the option is good?
No, no it does not. If Sea Legs were +2 to three skills, and then something unique or useful on top (I dunno, off the top of my head, 3/day re-rolling a failed check, or having some specific advantage over people who don't have it, like always passing Acrobatics checks to avoid an AoO while on a ship against someone who doesn't have it, something like that to represent your superior shipboard abilities), it would have the same RP value, but also be a better designed Feat.
Roleplay and mechanical efficacy are not mutually exclusive, and the game encouraging that is both poor design AND divisive to the community.

Neurophage |
6 people marked this as a favorite. |
Creating "trap" options, or options that are inferior for no other reason than that they are inferior, is the absolute PINNACLE of s&!#ty game design.
This is really important. This is so important that it warrants expanding upon it beyond what Rynjin said. For starters, trap options are wrong. They are so wrong that they worsen every RPG where they appear. They are a horrendous waste of design space, an abomination upon the entire medium, a stillborn mistake which never should have been conceived. However, to see why, we have to look back at the origin of trap options in Dungeons and Dragons. So, more or less everyone knows that it goes back to when Monte Cook was on the design team for third edition. But what isn't said enough is where he got his idea for Ivory Tower Game Design. It originated in another popular Wizards of the Coast game: Magic - The Gathering.
Cook observed that MTG had these things called "Timmy Cards." This term was drawn from the trifecta of deckbuilding psychologies in MTG. Without going into too much detail, Timmy Cards are cards that look cool, but aren't actually useful. Therefore, an experienced player would feel gratified in seeing and avoiding the use of Timmy Cards, and would therefore be rewarded for their higher knowledge of the game. Sound familiar? Of course it does. Monte Cook used the very same idea in the notion of system mastery. Sounds fine, right? Rewarding skilled choices and everything.
Here's the problem: MTG is a competitive game. D&D is a cooperative game. In a competitive game, if one player makes a good choice, they have benefited themselves. If they make a bad choice, they have ruined themselves. This is not the case in a cooperative game. In a cooperative game, one player's good choice ideally rewards the group, while one player's bad choice ruins the group. But RPGs are a special kind of cooperative game where different players advance in different ways and often at different rates. This creates a scenario where one player's good decision benefits that player, while a bad decision negatively impacts the entire group, but especially that player.
So, with this in mind, you would think that limiting bad choices during character construction would be a design goal, right? That the only good or bad choices would be made during play, and character construction decisions would instead follow a dichotomy between simple and difficult. Wouldn't it be okay if a certain choice was more difficult to benefit from, but ended up being more effective when you could benefit from it? Or maybe if a certain choice was only effective when paired with a different choice, thus sealing off some of your choices in the name of synergy? You would get the same feeling of satisfaction from effectively using the rules, but wouldn't have to navigate a minefield of intentionally-bad decisions in order to get it. In this scenario, "bestness" would be built upon a person's perspective on the superiority of versatility versus specialty, a decision between whether you want more things to do or to almost never fail at the things you can do.
Unfortunately, an adherence to Ivory Tower Game Design, which was developed without respect to cooperative games, keeps us from having this paradigm, choosing instead to maintain a broken status quo. The worst part of it all, though, is that Monte Cook later went on to admit that Ivory Tower Game Design, with all its trap options and ideas of system mastery, was stupid and that he shouldn't have come up with it. So everyone clinging to "system mastery" as this great design decision are basing their praise on a design philosophy whose designer admits is a mistake.
tl;dr: Trap options in co-op games are so stupid that even the guy who brought them to D&D admits that they're a dumb idea.

Belefauntes |

Concept that I have yet to be able to figure out how to do: An EFFECTIVE divine martial artist.
Sure, you can be a cleric who dips monk, but that hurts your cleric, and makes you a weak martial artist. Do an even split? Now you're gimped both ways. How about an archetype for the Cleric class built around the idea of an unarmored, impoverished disciple who travels the land helping the sick, hurt, and needy? I loved the 4E Avenger class, though it was a bit too... assassin-ish... for this concept. (And it was the only thing about 4E D&D that I actually LIKED.)
Cloistered Cleric, you say!? Well, how about one that doesn't SUCK!? The Cloistered Cleric is the closest I could get to this concept, but it's gimped in every way possible! It should be listed as an archetype for the Adept NPC class! :P

Rynjin |

Concept that I have yet to be able to figure out how to do: An EFFECTIVE divine martial artist.
Sure, you can be a cleric who dips monk, but that hurts your cleric, and makes you a weak martial artist. Do an even split? Now you're gimped both ways. How about an archetype for the Cleric class built around the idea of an unarmored, impoverished disciple who travels the land helping the sick, hurt and needy?
Cloistered Cleric, you say!? Well, how about one that doesn't SUCK!? The Cloistered Cleric is the closest I could get to this concept, but it's gimped in every way possible! It should be listed as an archetype for the Adept NPC class! :P
Sacred Fist Warpriest.

Marroar Gellantara |

Rynjin |

Rynjin wrote:Yes, they are. But I'm not conflating the two. You cannot, mechanically, build a viable character who uses no magic.Two of the monk archetypes have no supernatural or spell-like abilities.
Yes, someone has already said this.
I still don't understand what your point is. It does nothing to refute what I said.
"They have no magic" =/= "They are viable without magic".

boring7 |
boring7 wrote:Rynjin wrote:Yes, they are. But I'm not conflating the two. You cannot, mechanically, build a viable character who uses no magic.Two of the monk archetypes have no supernatural or spell-like abilities.Yes, someone has already said this.
I still don't understand what your point is. It does nothing to refute what I said.
"They have no magic" =/= "They are viable without magic".
They are viable without magic. Because I said so. I mean, it's got the same authority and backup as your position...
But tabling that nuh-uh/yeah-huh argument for the moment; a question:
Should a futuretech d20 game be set up so that the Amish Warrior who only uses horse-drawn wagons and sledgehammers is just as "viable" as the cyberware'd up street samurai with a panther assault cannon on his hoverbike? Or even a regular human soldier with a humvee and a machine pistol?
I mean, a martial artist without magical toys has a lot of problems. He is going to have those magical toys.

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Artanthos wrote:Yes, they are. But I'm not conflating the two. You cannot, mechanically, build a viable character who uses no magic.Rynjin wrote:I disqualified said solution because Monks do, in fact, have magic (namely, Ki Pool as a Su ability)Thematically, you can build a monk to be what you are asking for.
You are conflating thematics and mechanics. They are two very different things.
Thematically, the monk can be a spiritual warrior; mind, body and soul working in harmony to achieve feats normal humans cannot. The nature of the tag next to the ability, (SU, EX, SP), is a purely mechanical description that takes place outside the thematics. (Thematically, my monk could be anything from Pai Mei to a Mwangi Spearman. I never need refer to mechanics when describing my character thematically.)
What are are doing is the very definition of Circular Reasoning. ("The game system fails because I cannot perform supernatural acts without using the supernatural tag.") The beauty of circular reasoning is that you cannot prove the argument false. The argument is sound, it is the premise the argument is based upon that is faulty.

anlashok |
The problem is less finding a concept that can't be done and more one that can't be done well. Sword and pistol duelist is a good example here. There's two archetypes built for it and a couple feats (one literally called sword and pistol), but both of the archetypes suck and the build requires some awkward mechanical stuff to be functional at all and is never very good.
On the subject of can't be done. Mages who rely on a more freeform and specialized style of magic (X benders/warpers/whatever) tend to be difficult to make in this game. That's the biggest thing I think the game tends to struggle with.
The nature of the tag next to the ability, (SU, EX, SP), is a purely mechanical description that takes place outside the thematics.
Eh, given that those tags have specific in game ramifications that can't be true.

Rynjin |

Rynjin wrote:boring7 wrote:Rynjin wrote:Yes, they are. But I'm not conflating the two. You cannot, mechanically, build a viable character who uses no magic.Two of the monk archetypes have no supernatural or spell-like abilities.Yes, someone has already said this.
I still don't understand what your point is. It does nothing to refute what I said.
"They have no magic" =/= "They are viable without magic".
They are viable without magic. Because I said so. I mean, it's got the same authority and backup as your position...
No, it doesn't.
Here, a quick question, how does your Martial Artist deal with a Wraith?
Thematically, the monk can be a spiritual warrior; mind, body and soul working in harmony to achieve feats normal humans cannot. The nature of the tag next to the ability, (SU, EX, SP), is a purely mechanical description that takes place outside the thematics. (Thematically, my monk could be anything from an old man in a monestary to a Mwangi warrio. I never need refer to mechanics when describing my character.)
Except it's really not. You may notice some few important facts about Su abilities that separate them from Ex abilities. Most prominently, they don't work in an Antimagic field. There is a lot reflavoring can do, but making the Monk non-magical is not one of them. Changing Su to Ex has mechanical impact.
What are are doing is the very definition of Circular Reasoning. ("The game system fails because I cannot perform supernatural acts without using the supernatural tag.") The beauty of circular reasoning is that you cannot prove the argument false. The argument is sound, it is the premise the argument is based upon that is faulty.
Wrong. I am saying that the game system fails because the game system requires magic to overcome a great many challenges.
There is nothing circular in that. It is a simple statement of fact. You require magic in some shape, form, or capacity to overcome some challenges, and to reliably overcome a great many others (such as DR for 99% of classes/archetypes).
The Monk can, indeed, overcome many of these limitations. Using magic. Which does not contradict my initial statement at all.
You have a hard time refuting my argument because it's not an argument. It is simply a statement. You need magic to deal with Incorporeal creatures. You need magic to reliably overcome many types of DR. You need magic to, as I said, overcome certain kinds of challenges.

Rynjin |

boring7 wrote:Once again, are we honestly trying to come up with a character who literally has no special abilities but is still "special"?Yes.
Circular Reasoning at its finest.
Good lord, let me take pity on you.
An argument is circular if its conclusion is among its premises, if it assumes (either explicitly or not) what it is trying to prove. Such arguments are said to beg the question. A circular argument fails as a proof because it will only be judged to be sound by those who already accept its conclusion.
I made a statement (some challenges require magic to overcome). I provided examples of several such challenges.
The conclusion is, therefore, that the initial statement was correct.
This is not circular reasoning, it is a simple logical chain.
Hypothesis: I believe X to be true.
Evidence: Y is an example of X being true.
Conclusion: Therefore, X is true.
Circular reasoning would be something like:
Hypothesis: X is true because Y is true.
Evidence: Y is true.
Conclusion: Therefore, X is true.

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Eh, given that those tags have specific in game ramifications that can't be true.
Those ramifications are mechanical, not thematic.
A purely thematic discussion is rules independent. You can develop the same thematic setting or character under differing rules systems.
Pai Mei, for example, could easily be defined using Pathfinder, GURPS, Hero System, or Rolemaster. Thematically, you would be building the same character, only the mechanical description changes.

Rynjin |

anlashok wrote:
Eh, given that those tags have specific in game ramifications that can't be true.Those ramifications are mechanical, not thematic.
A purely thematic discussion is rules independent. You can develop the same thematic setting or character under differing rules systems.
Pai Mei, for example, could be defined using Pathfinder, GURPS, Hero System, or Rolemaster. Thematically, you would be building the same character, only the mechanical description changes.
You are the only person in this entire discussion who has decided that we are talking only about thematics.

Marcus Robert Hosler |

I still don't understand what your point is. It does nothing to refute what I said.
"They have no magic" =/= "They are viable without magic".
How about cyber soldier fighter with crafting feats for double WBL? So he is only using tech weapons and items. I'm pretty sure that is viable. Might not be good, but it would work.

Rynjin |

Rynjin wrote:You are the only person in this entire discussion who has decided that we are talking only about thematics.Rereads the thread title:
Definition wrote:Concept an abstract idea; a general notion.Concept =/= mechanical description.
Would you like me to define context for you, or can you figure that one out for yourself too?
Rynjin wrote:How about cyber soldier fighter with crafting feats for double WBL? So he is only using tech weapons and items. I'm pretty sure that is viable. Might not be good, but it would work.I still don't understand what your point is. It does nothing to refute what I said.
"They have no magic" =/= "They are viable without magic".
Not sure. I know jack about the tech guide. If like lasers do energy damage and can harm incorporeals, it could be, yeah.

Marcus Robert Hosler |

Marcus Robert Hosler wrote:Not sure. I know jack about the tech guide. If like lasers do energy damage and can harm incorporeals, it could be, yeah.Rynjin wrote:How about cyber soldier fighter with crafting feats for double WBL? So he is only using tech weapons and items. I'm pretty sure that is viable. Might not be good, but it would work.I still don't understand what your point is. It does nothing to refute what I said.
"They have no magic" =/= "They are viable without magic".
There are relatively cheap energy weapons.
RAW though, Incorporeals cannot be harmed by non-magical sources. So by definition, if fighting ghost is your standard, nothing will satisfy you.

boring7 |
Here, a quick question, how does your Martial Artist deal with a Wraith?
A diplomacy check. Like in a ghost movie where ghosts can't be touched, you just convince it to stop being all kill-crazed.
Alternatively, grab a piece of the glass wall you used to contain it in the first place and use that.
boring7 wrote:They are viable without magic. Because I said so. I mean, it's got the same authority and backup as your position...No, it doesn't.
...
*ahem* "You have a hard time refuting my argument because it's not an argument. It is simply a statement."Hypothesis: Pathfinder is broken because any system that has everything be magic is broken.
Evidence: Pathfinder has magic.
Conclusion: Therefore, Pathfinder is broken.
I mean I'm not clear on the discrete difference between circular reasoning and begging the question, but there it is.

anlashok |
anlashok wrote:
Eh, given that those tags have specific in game ramifications that can't be true.Those ramifications are mechanical, not thematic.
A purely thematic discussion is rules independent. You can develop the same thematic setting or character under differing rules systems.
Pai Mei, for example, could easily be defined using Pathfinder, GURPS, Hero System, or Rolemaster. Thematically, you would be building the same character, only the mechanical description changes.
You can't entirely divorce mechanics and themes though. To say the issue is purely mechanical feels a bit disingenuous because those mechanics apply impositions within the context of the game that may not match the themes.

Kobold Catgirl |

I mean I'm not clear on the discrete difference between circular reasoning and begging the question, but there it is.
Rynjin's point seems to be, to boil it down to a nutshell (mixed metaphor), a completely magic-free PC cannot survive in Pathfinder without the aid of magical allies. Assuming he at some point runs into incorporeal beings that cannot be reasoned with (meaning almost every single kind of incorporeal undead), this is correct: He has no way of harming them.
That said, if he has teammates with access to magic, a purely nonmagical character can do fairly well. He can use his WBL on technology instead of magic, maybe, if the campaign allows.
+1 KEEN DANCING CHAINSAW
I mean, nonmagical chainsaw, feats: Throw Anything and Improved Critical (chainsaw). Basically the same thing.

boring7 |
boring7 wrote:
I mean I'm not clear on the discrete difference between circular reasoning and begging the question, but there it is.Rynjin's point seems to be, to boil it down to a nutshell (mixed metaphor), a completely magic-free PC cannot survive in Pathfinder without the aid of magical allies. Assuming he at some point runs into incorporeal beings that cannot be reasoned with (meaning almost every single kind of incorporeal undead), this is correct: He has no way of harming them.
That said, if he has teammates with access to magic, a purely nonmagical character can do fairly well. He can use his WBL on technology instead of magic, maybe, if the campaign allows.
+1 KEEN DANCING CHAINSAW
I mean, nonmagical chainsaw, feats: Throw Anything and Improved Critical (chainsaw). Basically the same thing.
And once again, in d20 modern game where you have a Mennonite Warrior with a katana vs. a common street-legal armored car, are we SUPPOSED to expect the Mennonite to have a chance?
Also I'm pretty sure any intelligent undead (includes most incorporeal undead) can be talked to. No one does it because it's a silly way of playing, but so is playing an anti-magic adventurer.
They didn't exactly do away with the old "talk the Lich into killing himself" rules from 3.5. It doesn't come up because it's excessively silly.

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Rynjin wrote:Here, a quick question, how does your Martial Artist deal with a Wraith?A diplomacy check. Like in a ghost movie where ghosts can't be touched, you just convince it to stop being all kill-crazed.
Alternatively, grab a piece of the glass wall you used to contain it in the first place and use that.
Rynjin wrote:boring7 wrote:They are viable without magic. Because I said so. I mean, it's got the same authority and backup as your position...No, it doesn't....
*ahem* "You have a hard time refuting my argument because it's not an argument. It is simply a statement."Hypothesis: Pathfinder is broken because any system that has everything be magic is broken.
Evidence: Pathfinder has magic.
Conclusion: Therefore, Pathfinder is broken.
I mean I'm not clear on the discrete difference between circular reasoning and begging the question, but there it is.
In this case the argument is, "A character with no special abilities cannot do special things."

Kobold Catgirl |

thegreenteagamer wrote:Pssh, I never said any concept was going to be viable at higher levels. Just that it was possible.Wow. Had to dig back a few pages to find that, but there it was, plain as day.
I think the reason you keep having to repeat it is that...well, nobody really cares about that technicality. Nobody cares if an option exists if it's not practical for actually using. You can point out the exact text all you like, but there comes a point where your definition of "a concept that can be done" is simply too narrow to matter.
It's like how I could make a kobold finesse fighter who dual-wields war razors: Yes, I could. Nobody will. Because there's no point in it.
This is why archetypes and new classes get released. They are the only way most concepts (like a sorcerer/wizard multiclass) become at least slightly plausible.

voideternal |
Oh, I have another concept that I don't think can be done under Pathfinder:
An apprentice wizard who fixes corpses for a living. If your dead spouse has her jaw smashed away and doesn't look pretty for a funeral, just ask the corpse-fixer! He's not that talented and is low-level, but fixing a smashed away jaw with magic should be easy right?
... until it starts messing with Speak with Dead...

voideternal |
That doesn't really sound like an adventurer, but it can be done. Mending, make whole, and Craft (cadaver).
So are those solutions valid for all the Adventure Paths that have corpses with jaws broken specifically to prevent speak with dead?
And yes, I admit, this is more of an action than a character concept.

Kobold Catgirl |

I dunno. The thing about actions vs. character concepts are that actions are always interpreted differently by different GMs. One GM might say "DC 15 to shoot that chandelier", the other might say "DC 30".
Character concepts can at least be based in firm rules. No matter what GM you get, that 18 Strength remains an 18 Strength. Unless the GM uses rolled abilities. ;D

voideternal |
Fair enough. I concede.
My line of logic was that there are a number of mechanics in Pathfinder, such as Speak with Dead's corpse-state restriction, that prevents certain actions, such as fixing the jaw, to preserve balance.
Ergo, a character concept centered around doing these 'illegal actions' cannot be done under Pathfinder for the sake of balance, such as the corpse-fixing low-level wizard. But this logic is meaningless because the argument doesn't raise an 'unmakeable character concept', but raises an 'illegal action', so it doesn't actually answer the prompt in the OP.

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Rynjin wrote:
Creating "trap" options, or options that are inferior for no other reason than that they are inferior, is the absolute PINNACLE of s&!#ty game design.[stuff cut for brevity]
tl;dr: Trap options in co-op games are so stupid that even the guy who brought them to D&D admits that they're a dumb idea.
Unfortunately, they still exist, and it seems that some developers reject his revised opinion of them. Including (and especially) Paizo.
That, or Paizo is just horrible at writing feats.

JoeJ |
Kobold Cleaver wrote:DrDeth wrote:Thieves kicked ass back then. Backstabbing damage, the only class capable of meaningful stealth, the only class able to handle traps...that was before we started just handing out abilities willy-nilly. ;DJoeJ wrote:No, he played him as a Thief in AD&D.DrDeth wrote:JoeJ wrote:So a 1st level gunslinger with 1 feat can load and fire a muzzle-loading matchlock pistol in 6 seconds, but I can't play the Grey Mouser because realism?
Not only can you play him, Fritz Leiber DID play him.
People have been playing great swashbuckler rogues for 40 years before they thought of Dex for damage. You dont need that to play a great fun swashbuckler.
Did Fritz Leiber play him in Pathfinder? The disparity between an agile fighter and a strong fighter is much greater in PF than it was in 2e and earlier versions.
Backstab was rather hard to get, and no-one added Dex to damage.
It was a cool class, tho.
My point was that in AD&D strong characters did not completely overshadow equally skilled agile characters. Adding DEX bonus to damage is not the only way to accomplish that, it's just one way that could help make it happen in PF.

boring7 |
Here's a concept that died in 3.5 and fits Rynjin's endless battle a little better: the vow of poverty that grants internal perfection.
The Vow of Poverty that exists in Pathfinder is terribly weak for essentially giving up your entire WBL. Back in the book of exalted deeds they had a level-dependent ability that stacked up to some pretty impressive things like regeneration and your hands becoming magic weapons.
It suffered a bit form being "one-size-fits-all" but it was something I'd always kind of wanted to do with a monk or ascetic warrior type.

Rynjin |

Idk why fighting ghosts is a requirement for viable.
It's a requirement for being able to overcome all challenges. There are many dangerous incorporeal enemies, being incapable of fighting them is terribad.
Of course I don't understand why magic items are bad either. By this standard, I can't think of one character in fantasy literature that was mundane and viable. Even the magic-phob Guts from Berserk wields an artifact sword.
There are a lot.
Here's the thing, the metric people are working from seems to be "We see these guys doing crazy things, they must be magic, since the only way to do that in PF is magic".
But they're never said to be using magic at all, in series.

graystone |

Incorporeal is the big sticker, obviously, which is why it's come up so much.Now, if the tech guide provides some cool non-magical effects that can harm ghosts, there IS one potential viable build, which is really damn cool, even if somewhat disappointing that it doesn't fit very well in many campaigns.
Gravity guns deal force damage so they should affect ghosts.