What will you be most glad not to see in core games?


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Grand Lodge 4/5 5/55/5 ***

whenever another character can fill the same role you do, your impact on the group is diminished. I've had a character stop trying to do his "schtick" because another character at the table, not specifically built to do it, but was mechanically better at it, did it anyway. No one likes to have their character marginalized.

I think this is the case (in their perspective) for rogue and monk. The rogue is a weaker warrior than most martial classes and not quite the skill monkey they might have been in older additions when compared to bards, rangers, & wizards. So, the main thing they have to fall back on is traps. In CORE they are essentially the only ones that can disable magical traps. Granted there aren't a lot of them in PFS, but it is what it is. Many players feel that a rogue is more effective in CORE not because they can do more, but because others can do less.

Silver Crusade 3/5

Bob Jonquet wrote:

whenever another character can fill the same role you do, your impact on the group is diminished. I've had a character stop trying to do his "schtick" because another character at the table, not specifically built to do it, but was mechanically better at it, did it anyway. No one likes to have their character marginalized.

I think this is the case (in their perspective) for rogue and monk. The rogue is a weaker warrior than most martial classes and not quite the skill monkey they might have been in older additions when compared to bards, rangers, & wizards. So, the main thing they have to fall back on is traps. In CORE they are essentially the only ones that can disable magical traps. Granted there aren't a lot of them in PFS, but it is what it is. Many players feel that a rogue is more effective in CORE not because they can do more, but because others can do less.

This is the result of poor communication between players. You always run the risk of having other characters at the table who are better than you at your own game. But this isn't a competitive game, it is a cooperative game. If someone sits at the same table as me and says that they want to play their rogue, I'm not going to take out a more-rogue-than-rogue character to play. I'm likewise not going to take out my expertly-built-rogue for Core play when another player wants to play their Merisiel clone.

Players have an obligation, in my opinion, to allow other players at the table to have a moment of glory for their characters. It is ok to say to yourself "even though my more-rogue-than-rogue character can also disarm magical traps, I'll let the guy who built his character around that purpose do the job he wants to do." At the start of the scenario, when I'm playing my charming bard, I tell the barbarian's player "I'll buff you during the combats, making you more effective at smashing faces. All I ask in return is that if there is even one encounter that we can possible avoid diplomatically that you at least give me an opportunity to try and do so." It usually works well. Talking to people.

Grand Lodge 4/5 5/55/5 ***

The Fox wrote:
Stuff

I don't necessarily disagree. I was just trying (clearly failing) to express my understanding of those who have the same opinion as Arnvior.

Dark Archive *

Undone wrote:
Arnvior wrote:
Fighters, Clerics, and Rogues again become playable classes again. I am just wondering if I will still see groups still consisting of no dedicated tank, arcane or divine casters.

I still don't understand this. What makes rogues, fighters, and monks playable in core when they're not playable out of it?

If they were bad options before then they're worse options now. I literally cannot possibly comprehend how fewer options for weak classes translates to the classes becoming playable.

I've only run three tables of core, but they have all included a cleric and a rogue, minimum. there are really no other options for dedicated healing or dealing with traps outside of these. that makes them playable, because they fill a niche.

my halfling rogue is no longer outclassed by an alchemist archetype or an investigator. my cleric doesn't look nearly so pad without a life oracle or oradin in the party.

it means "weaker" classes can be played and feel useful.

now monks? they're still screwed.

3/5

How the heck did the Six Degrees of Bash the Rogue fad make it into this thread? I must have been away from the game for quite some time. Did Paizo nerf Sneak Attack while I was gone or something?

I can see the craze infecting threads about Easy Mode PFS, but bashing the Rogue in Core-only? Whaaaaaaaa?

-Matt

Shadow Lodge 4/5

Yeah, back when they published the CRB. HEYOOOOOOOO!

2/5

No, but like... surely it's understood that it's harder to sneak attack in Core? Like all the random crazy hoops people jump through to sneak attack more consistently aren't available. Even if there was a Fighter that got Sneak Attack (like they had in 3.5) he'd have increased to-hit but would still have difficulty actually proccing the ability.

But... you can disarm magic traps! Although I guess technically wizards are still better at it since they can Dispel Magic from a safe distance? And there aren't gonna be enough magical traps in a day to justify your unlimited usage of trap disarming... alas.

The Exchange 5/5

melferburque wrote:
Undone wrote:
Arnvior wrote:
Fighters, Clerics, and Rogues again become playable classes again. I am just wondering if I will still see groups still consisting of no dedicated tank, arcane or divine casters.

I still don't understand this. What makes rogues, fighters, and monks playable in core when they're not playable out of it?

If they were bad options before then they're worse options now. I literally cannot possibly comprehend how fewer options for weak classes translates to the classes becoming playable.

I've only run three tables of core, but they have all included a cleric and a rogue, minimum. there are really no other options for dedicated healing or dealing with traps outside of these. that makes them playable, because they fill a niche.

my halfling rogue is no longer outclassed by an alchemist archetype or an investigator. my cleric doesn't look nearly so pad without a life oracle or oradin in the party.

it means "weaker" classes can be played and feel useful.

now monks? they're still screwed.

last table Core table I played in there were three people that could disarm traps.... just not the magical ones. (The Fighter and the Elf wizard both had traits that gave them Disable Device as a class skill... ). The Wizard was the only one who picked up normal thieves tools before the game, the other two got armor instead. Playing in First Steps they all three grabbed up a set of the Masterwork Thieves tools to use later in the game.... just in case.

So we need to remember that anyone can disarm a trap - as long as it isn't magical.

The funny part of this game for me was that my PC was not one of the ones with Disable Device as a class skill, and I always seem to play the Traps guy in the regular campaign....

1/5

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melferburque wrote:
I've only run three tables of core, but they have all included a cleric and a rogue, minimum. there are really no other options for dedicated healing or dealing with traps outside of these. that makes them playable, because they fill a niche.

No. The cleric in core only is physically incapable of dedicated healing past level 1-2. Damage will come in faster than healing goes out especially without fae foundling.

The rogue is even worse because the barbarian becomes the best trapfinder since you can FIND magical traps without being a rogue you just can't disable them. Fortunately the cleric/wizard/druid can stoneshape around them fly over them or use another spell such as DimDoor to bypass it.

Please don't perpetuate that the rogue becomes usable in Core only. It's just dishonest to new players.

melferburque wrote:
my halfling rogue is no longer outclassed by an alchemist archetype or an investigator. my cleric doesn't look nearly so pad without a life oracle or oradin in the party.

It's out classed by the warrior NPC or any of the other 10 classes in the CRB. The life oracle/shaman is the only way you can keep up with damage while healing.

melferburque wrote:

it means "weaker" classes can be played and feel useful.

now monks? they're still screwed.

If you think monks are screwed but rogues are useful I've got bad news for you. Monks are the 3rd worst class in core after fighter, rogue. The sole reason they are above rogues and fighters is their save's mean they're less likely to die.

When it comes to core you've got three types of classes

The Carries: Wizard/Sorcerer/Druid/Cleric(Not healing)
The Team Players: Barbarian/Paladin/Ranger/Bard
The "Carry Me's": Fighter/Monk/Rogue

The carries can highhandedly carry an adventure, the team players can work together to solve more or less anything that's within 2-3 CR's of them but will struggle/die against +4's, however the carry me's are characters which show up and barely do anything.

Showing up and disabling the 1d6-2d6 pit trap saves 1 wand charge or .08 PP. The damage from the rogue is demonstrably poor. The fighter might actually carry an adventure or two until he fails a will save and total party kill's the group. The monk will show up, try really hard and do OK when he get's a full attack but otherwise feel left out.

Silver Crusade 5/5

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A cleric with the healing domain, a phylactery of positive channeling and a couple of channel feats does a fine job of in-combat healing. As long as your allies are making some effort to keep their Armor Classes competitive, you will rarely find your healing out-classed. At least, that is what I've seen over the career of my now 10th-level mostly core cleric.

Dark Archive *

Undone wrote:
No. The cleric in core only is physically incapable of dedicated healing past level 1-2. Damage will come in faster than healing goes out especially without fae foundling.

by this logic, there is NO viable healing in core then? who would you propose pick up that niche? I have essentially a core cleric that's level 10 and has done fine. he's not a super healer, but he's managed to keep all but one of his party members alive through ten levels, and that one death occurred in thornkeep before he had breath of life.

Undone wrote:
Please don't perpetuate that the rogue becomes usable in Core only. It's just dishonest to new players.

some people judge a character based on things other than damage output. some people LIKE playing rogues. who are you to tell them they're playing the game wrong?

Grand Lodge 1/5

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I don't think anyone's saying that they're playing the game wrong, I think they're merely saying that rogues are still mathematically inferior to all the other classes and that combat healing is mathematically inferior to disabling/killing the enemy, even in Core. You can get by with rogues/combat healing (and occasionally combat healing is necessary, crits happen), but that doesn't make it a good choice.

The thing I'm happy to not see in core is me. I bought a bunch of books from Paizo, I bought the data files from HeroLab. I'm damn well going to use them. If other people want to play Core, whatever, no problem here. I'll be over in the main campaign playing how I like to play.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

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So far I've been glad not to deal with any real rules debates at the table during Core games. The only question that wasn't answered with a quick flip through the CRB was if half-elves were susceptible to ghoul paralysis. The GM ended up Googling it, finding a comment by JJ, and running with that.

This is a huge plus for Core campaign--in the dozen plus games I have participated in there have been virtually zero rules debates. This means zero play time eaten away by complicated or controversial questions. All of our table time is just for playing, which is a refreshing change. By removing all those hundreds of pages of material that is legal in PFS, the amount of common rules problems is significantly diminished.

I foresee Core convention play being a lot quicker than PFS, which is a great thing, especially for GMs that are new at running at conventions. I will be recommending people interested in GMing to start with Core and then move into PFS, it's less prone to inducing headaches from everything I've seen thus far.

1/5

melferburque wrote:
by this logic, there is NO viable healing in core then? who would you propose pick up that niche? I have essentially a core cleric that's level 10 and has done fine. he's not a super healer, but he's managed to keep all but one of his party members alive through ten levels, and that one death occurred in thornkeep before he had breath of life.

Breath of life is not a healing spell. It is a Resurrection/raise spell. The only PFS legal healing spell which is efficient is Heal. There is no viable in combat healing in core besides the Heal spell. It's been discussed to death. Pathfinder doesn't support a true healy type in core.

melferburque wrote:
some people judge a character based on things other than damage output. some people LIKE playing rogues. who are you to tell them they're playing the game wrong?

The same can be said of warriors, experts, adepts, and aristocrats. Don't get so hung up on the class name rogue. You can play a rogue type as a different class without actually altering the character concept. Just because the "rogue's" class name is wizard doesn't mean you can't RP him like a rogue.

5/5 *****

melferburque wrote:
some people judge a character based on things other than damage output. some people LIKE playing rogues. who are you to tell them they're playing the game wrong?

Except that those of us who have issues with the rogue aren't just talking about dpr. We are talking about the whole package. The rogue gets a high base skill point allocation and that is it. Int is one of its only valid dump stats along with Charisma but that means you end up being a poor face. Your skill usage is largely no better than anyone else's, the removal of cross class skills makes having a lot of class skills less of a benefit and there's a reason so many rogue archetypes trade out trapfinding. Linked to this the majority of rogue talents, especially the skill ones, tend to either be extremely weak or limited per day or both.

Silver Crusade 5/5 5/5 **

Undone wrote:

There is no viable in combat healing in core besides the Heal spell. It's been discussed to death. Pathfinder doesn't support a true healy type in core.

This is flat out false. You can build a quite viable Core only healer.

My definition of viable : not one character has died on my watch ( character currently level 10). Admittedly had the non core channeled revival feat to cover level 7 through 8.

On another note, one reason that rogues, monks, etc become more viable is likely to be that Core scenarios will be easier due to a combination of picking earlier scenarios and GMs playing a little less hard ball

Shadow Lodge 4/5

If you think I'll be going any easier on you than before just because you don't have all the non-Core tricks, you will be sadly disappointed.

Silver Crusade 5/5

Undone wrote:

There is no viable in combat healing in core besides the Heal spell. It's been discussed to death. Pathfinder doesn't support a true healy type in core.

The healing domain and channeling disagree with you.

5/5 *****

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Alex McGuire wrote:
Undone wrote:

There is no viable in combat healing in core besides the Heal spell. It's been discussed to death. Pathfinder doesn't support a true healy type in core.

The healing domain and channeling disagree with you.

Channel scales pretty terribly and it forces you into a choice between a stat headband or the phylactery. Without the Oracle FCB the core cleric is throwing pretty weak heals and is having to sink feats into making it worthwhile despite getting no bonus feats. Its a very intensive route to take for something which is going to struggle to keep up with damage.

It might just about do a low levels but from about level 5 upwards it isn't likely to cut it and in 7-11's it isn't likely to keep people up because incoming damage scales faster than healing output.

5/5 *****

pauljathome wrote:
This is flat out false. You can build a quite viable Core only healer.

What people consider viable varies by individual and by experience. I have run a fair few 7-11's recently and looking through them I am just not seeing how 6d6 or even 8d6 channel was likely to have kept anyone up in a fight.

Grand Lodge 4/5

My channels were only 7d6. And I mostly only used one a round.

1/5

pauljathome wrote:


This is flat out false. You can build a quite viable Core only healer.

My definition of viable : not one character has died on my watch ( character currently level 10). Admittedly had the non core channeled revival feat to cover level 7 through 8.

By this definition the core barbarian is an extremely potent healer since no one dies if he kills them first.

Grand Lodge 4/5 5/55/5 ***

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I've never agreed with the "damage outpaces healing" argument. On a point for point basis, sure, damage will likely come in faster than healing can cure it, but we don't have to cure it all immediately. All the healing has to do is delay the time it takes a character to drop long enough for the PC's damage to take out the enemy (who rarely has effective healing options). By combining healing with an advantage in action economy, the PCs have a huge advantage over their enemies.

If an enemy requires say 2-3 successful hits to drop a PC, and the healer can extend than to 4, 5, or more hits with the use of healing, that is a win. Any reduction in the effective DPR of the baddies is a win. Sure, its not 100% effective (bad player rolls vs. good GM rolls) but nothing is. I would never poo-poo a dedicated healer in my party whether it was CORE or not.

IMHO, the argument against healing because damage outpaces it is a weak one taken from a perspective (blinders on) lacking the entire picture.

As far as rogues, I've never seen one played that was a burden on the rest of the party. They can be quite effective out of combat with plenty of skill options and trap spotter is super effective unless you are the type of mechanical player that never takes a step without performing yet another in a long and game-slowing string of perception (search) checks. They may not be on par with straight martial classes for DPR, but if played tactically, they can be just as effective as a TWF ranger, or a sword and board paladin. If you're comparing a rogue's combat effectiveness to that of a barbarian or fighter, you're unreasonable. That's like comparing a traditional bard's DPR to a sorcerer(blaster). Its obvious who will generally win, but given good gameplay by the player, there is no reason the PC cannot be just as effective.

If you judge the game simply by the math and the mechanical aspects, then I am sad because the game is a lot more than just numbers on a page and dice rolling. For many of us, the game is ultimately fun even without uber-opto-min/max characters and we do not have to curb-stomp every encounter whether combat or otherwise in hopes of "winning" a game without any winners or losers.

Never forget the "hidden" fourth tenet of PFS...

Explore! Report! Cooperate! HAVE FUN!

Silver Crusade 5/5 5/5 **

Undone wrote:
pauljathome wrote:


This is flat out false. You can build a quite viable Core only healer.

My definition of viable : not one character has died on my watch ( character currently level 10). Admittedly had the non core channeled revival feat to cover level 7 through 8.

By this definition the core barbarian is an extremely potent healer since no one dies if he kills them first.

So, you don't like my definition. You claim core healers aren't viable. What is your definition of viable?

I can't help notice that all the people defending dedicated healers are basing their claims on multilevel experience but nobody saying they aren't viable are actually supporting their position with evidence.

Also please note that a healer does a LOT more than just heal hit points. Condition removal is also an important part of their job.

Silver Crusade 5/5 5/5 **

andreww wrote:
pauljathome wrote:
This is flat out false. You can build a quite viable Core only healer.
What people consider viable varies by individual and by experience. I have run a fair few 7-11's recently and looking through them I am just not seeing how 6d6 or even 8d6 channel was likely to have kept anyone up in a fight.

At level 9+ breath of life alone makes a cleric extremely viable. Sure, a combat cleric can have one as well but the healing cleric probably has at least 1 more memorized or available.

At level 7 or 8 6d6 isn't to be sneezed at, especially against enemy AoEs. Its not just the front liners that you are keeping up.

I agree that the cure x wounds spell aren't great but even those sometimes save lives

5/5 *****

pauljathome wrote:
Also please note that a healer does a LOT more than just heal hit points. Condition removal is also an important part of their job.

I think this is probably where the disconnect arises. I would expect most clerics, even those focused on debuffs, control, summoning or melee, to have a range of condition removal spells available because they are so useful. Similarly with something like Breath of Life. I have multiple oracles, none of them are healers, all of them eventually pick up Remove Fear/Sickness/Paralysis and depending on available spells known Blindness, Disease and/or Curse. With the spirit guide archetype they all can gain access to restoration, neutralise poison and breath of life if I think they will be needed. None of them is a healer, one of them even has the inflict line to underscore the point (and to use the Lunar touch of madness ability).

1/5

Spoiler:
pauljathome wrote:
So, you don't like my definition. You claim core healers aren't viable. What is your definition of viable?

Having healing for a party member equal to or greater than the DPR of the opposing side.

Quote:
IMHO, the argument against healing because damage outpaces it is a weak one taken from a perspective (blinders on) lacking the entire picture.

I disagree. It's taken from long, long experience that killing the threat instead of healing will consume less resources and be more effective.

Quote:
As far as rogues, I've never seen one played that was a burden on the rest of the party.

They're not capable of performing a unique or important role in the party. Trapfinding can be done with any high (druid/cleric/ranger) perception and disabling them with spells is an easy task. Considering if one of those wis casters wanted to find traps they could get eyes of the eagle and easily spot them I'm not convinced.

Quote:
They can be quite effective out of combat with plenty of skill options and trap spotter is super effective unless you are the type of mechanical player that never takes a step without performing yet another in a long and game-slowing string of perception (search) checks.

In what way does having 2 additional skills make them better EVER at skills? Skills are equal for all classes except the rogue has a whopping 2 more in exchange for being garbage in combat.

Quote:
They may not be on par with straight martial classes for DPR, but if played tactically, they can be just as effective as a TWF ranger, or a sword and board paladin.

This is neither true nor is SnB a benchmark to shoot for. They're extremely far behind TWF ranger.

Quote:
If you're comparing a rogue's combat effectiveness to that of a barbarian or fighter, you're unreasonable.

They've got 4 more skill points than the barb with no other method of problem solving built into the class. The value of skills in game is far lower than spells as such the skill points are largely a joke. The lack of BAB progression makes them bad.

Quote:
That's like comparing a traditional bard's DPR to a sorcerer(blaster). Its obvious who will generally win, but given good gameplay by the player, there is no reason the PC cannot be just as effective.

There is a significant difference. In many situations the sorcerers damage will be far higher than the barbs due to multiple targets. Additionally the sorcerer's damage after he get's a lesser quicken rod will kill at level targets every round making him highly effective in combat but he'll also have fly, haste, and a myriad of other valuable spells. The rogue will have 12 skill points in disable device. Additionally the bard has spell casting, haste and songs produce more DPR than any other combination of actions for 4 martials.


Quote:
If you judge the game simply by the math and the mechanical aspects, then I am sad because the game is a lot more than just numbers on a page and dice rolling.

If you judge what your character can do simply by the title of the class and the fluff of the class then I am sad because you can achieve the same fluff and desired goal without sucking at rolling dice.

If the rogue was named the warrior and the rogue was an NPC class roughly 0 people would want to play it. Just changing the name would make it so no one wants to play it.

Quote:
At level 9+ breath of life alone makes a cleric extremely viable. Sure, a combat cleric can have one as well but the healing cleric probably has at least 1 more memorized or available.

Again breath of life is less a healing spell and more a raise spell. I suppose if you can consider it healing then there are 2 viable healing spells (BoL, and Heal).

Quote:
I can't help notice that all the people defending dedicated healers are basing their claims on multilevel experience but nobody saying they aren't viable are actually supporting their position with evidence.

Because society is largely on the easy end and 3 well built damage sources can likely end an encounter with 0 healing the healing is nice but rarely, if ever, needed in combat.

Quote:
Also please note that a healer does a LOT more than just heal hit points. Condition removal is also an important part of their job.

Literally every caster can leave open slots and solve stuff after the fight. With the exception of a few conditions (dominate/confusion) you're just trading who loses actions in combat on condition removal.

Silver Crusade 5/5 5/5 **

andreww wrote:
pauljathome wrote:
Also please note that a healer does a LOT more than just heal hit points. Condition removal is also an important part of their job.
I think this is probably where the disconnect arises. I would expect most clerics, even those focused on debuffs, control, summoning or melee, to have a range of condition removal spells available because they are so useful. Similarly with something like Breath of Life. I have multiple oracles, none of them are healers, all of them eventually pick up Remove Fear/Sickness/Paralysis and depending on available spells known Blindness, Disease and/or Curse. With the spirit guide archetype they all can gain access to restoration, neutralise poison and breath of life if I think they will be needed. None of them is a healer, one of them even has the inflict line to underscore the point (and to use the Lunar touch of madness ability).

Fair enough. I've seen and played clerics who almost never cast condition removal spells in battle because they are so combat focussed (conceptually, they're basically warpriests).

Silver Crusade 5/5 5/5 **

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Undone wrote:
pauljathome wrote:


So, you don't like my definition. You claim core healers aren't viable. What is your definition of viable?
Having healing for a party member equal to or greater than the DPR of the opposing side.

By that definition, I agree that healers aren't viable.

Needless to say, I find that definition absurd. I don't have to stop ALL damage, just enough damage so my side can defeat the other side

Grand Lodge 4/5 5/55/5 ***

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Undone wrote:
killing the threat instead of healing will consume less resources and be more effective

That's not the the only way to play the game.

Undone wrote:
They're not capable of performing a unique or important role in the party

And I strongly disagree. This seems to be a very narrow way to view the game. You seem to indicate either your character can do something that no one else can, or can do it better than everyone else, or they are not effective.

Undone wrote:
In what way does having 2 additional skills make them better EVER at skills? Skills are equal for all classes except the rogue has a whopping 2 more in exchange for being garbage in combat.

First, I never said the were necessarily better at skills. With generally more skills than other classes, they tend to be more versatile being proficient with a wider range of skills as opposed to say a martial who may be good at 2-3 things and such at the rest. Versatility in a game with a very wide range of skill challenges has great value. Many of PFS combat has been avoided through skills and I have seen plenty of scenarios where no combat broke out at all. That would seem to indicate skills are much more valuable then you indicate.

Just because you don't like the challenge of playing a rogue tactically to maximize their DPR through effective use of sneak attack, stealth, etc. does not make them garbage.

Undone wrote:
This is neither true nor is SnB a benchmark to shoot for.

Oh, so sword and board is "BadWrongFun" now too? I guess the only "acceptable" form of martial combat is a THW with power attack, weapon focus, and specialization. *sigh*

Undone wrote:
They're extremely far behind TWF ranger.

I completely disagree. I have seen plenty of rogues, especially ones with TWF easily out DPR a ranger.

Undone wrote:
Other stuff

All of your arguments regarding healers, rogues, etc. all boil down to one glaring issue...you evaluate the effectiveness of a character strictly from their optimization. Sorry, but there are plenty of players who play these types of characters quite effectively and have plenty of fun doing it, all without burdening the other players at the table. It is clear YOU don't like to play these characters, but that is a far cry from them being "garbage" or "bad"

Scarab Sages 4/5 **

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Pathfinder Adventure, Adventure Path Subscriber

I'll be glad for allergy season to be over.

Wait, we're not getting rid of that in Core? Nuts.

Silver Crusade 5/5

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grandpoobah wrote:

I'll be glad for allergy season to be over.

Wait, we're not getting rid of that in Core? Nuts.

Don't forget all the kitty hair from the druids. I'm gonna be sneezing forever.

Shadow Lodge 4/5

When did this thread go from talking about core to beating every dead horse in pathfinder? All that's missing is some paladin falling.

Grand Lodge 4/5 5/55/5 ***

gnoams wrote:
All that's missing is some paladin falling.

Head's up!

Liberty's Edge

As a still very much new player, I will be happy to not see classes that are in books I don't own.

I own two books, the core rulebook and the advanced players guide.

Also, I think that bringing a lot of books will be bad for your back.

Might just want to bring something else, like a fuzzy kitten or a puppy.

Dark Archive 3/5 5/5

gnoams wrote:
When did this thread go from talking about core to beating every dead horse in pathfinder? All that's missing is some paladin falling.

There's a joke to be made about Trip maneuvers here, but I think that's all there is to say on the subject.

1/5

Bob Jonquet wrote:
That's not the the only way to play the game.

I didn't claim it was but you have to play with others in PFS. Core is no exception.

Bob Jonquet wrote:
And I strongly disagree. This seems to be a very narrow way to view the game. You seem to indicate either your character can do something that no one else can, or can do it better than everyone else, or they are not effective.

I stated do something important or unique. There are many important things that can be done. There are many things which are unique. Doing nothing important is pretty unfair to the rest of the members who are playing with you since failing to contribute in any meaningful way means you make things harder.

Bob Jonquet wrote:
I completely disagree. I have seen plenty of rogues, especially ones with TWF easily out DPR a ranger.

I too have seen terribly built characters.

Bob Jonquet wrote:
All of your arguments regarding healers, rogues, etc. all boil down to one glaring issue...you evaluate the effectiveness of a character strictly from their optimization. Sorry, but there are plenty of players who play these types of characters quite effectively and have plenty of fun doing it, all without burdening the other players at the table. It is clear YOU don't like to play these characters, but that is a far cry from them being "garbage" or "bad"

At what point in any post did I claim a non rogue class was bad? The rogue class is demonstrably mathematically inferior. It's DPR, out of combat contribution, and general utility are simply demonstrably worse than any other PC class.

As to the bold statement sounds an awful lot like the stormwind fallacy to me. There are plenty of inferiors in this game which are not garbage the sorcerer to the arcanist, the arcanist to the wizard. None of those classes are even close to bad it's just that they've got similar themes to one of the best classes in the game. I come up with a character concept and then reverse engineer what would work best instead of deciding what title I want the class to be.

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Can we take the acronym "DPR" out of this conversation? I don't care if it's that important to you as a stat, please try to rephrase it. It makes us sound like a bunch of insufferable cheeto stained neck beards making spreadsheets in our dark basement corners when we are trying to mathematically tweak a game where situation will trump raw numbers most of the time.

If people want to play it as a numbers game fine. I don't have to play with them, and neither does anyone have to play with anyone they find playing something "inferior."

As for me, I think Core is an awesome challenge, and creating a character who can squeak by on his wit and skin of his teeth is far more enjoyable than creating the damage machine monster or invincible guy.

If you're into numbers, try it sometime. Try to be as "bad" as you can be and still get by. I bet it's a lot harder than just trying to add numbers up to crush the enemy.

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