If we were to "fix" the system so martials do "get nice things", what would we do?


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PIXIE DUST wrote:
Simulacrum Tarrasques anyone?

There's TWO of me now?

Awesome!!!

Don't tell Mrs. Tarrasque; wouldn't want to confuse her now...

Wait a minute. This new guy seems awfully frail. Haha! That's even better. I'll dominate him old-school and make him bring me my lunch! Thanks for making me a fully armored butler!


Any time Mr.Tarrasque :P.

Actually it never struck me just how powerful that thing would be... at level 15.... I wonder why I never thought of that. Up against a Nasty Balor? Bring a Simulacrum Tarrasque... not many of his abilities are level dependent anyway...


Icyshadow wrote:
Petty Alchemy wrote:
You have to abandon "mundane" in a fantasy game, or you get left behind by definition.
That's a thing a lot of people forget while running D&D, especially on higher levels.

It's certainly a characteristic of a game where high-level play involves magic at levels which appear in superhero, high-powered shounen or wushu media. If you've got different vision then you can run perfectly satisfactory fantasy without having to throw away 'mundane' ability at all; it does however require a more restrained approach to magic than PF provides.


PIXIE DUST wrote:

^^^

This... funny this is that that book kinda fixed the disparity between mundane vs magical and we see how well it was accepted... People STILL complained, saying "its too weeaboo" or "it is to magical! it makes no sense!!!"

THIS my friends is the problem of trying to "fix" mundanes...

Yup, that was me. I'm shocked that you heard me, I guess I complain really loudly.

Seriously though, I didn't like the THEME of the fix. The mechanics were sound, but I don't like the thought of martials getting what were essentially spells...

Neat book if you are okay with the theme though, cool stuff.


Remove Rogue and Fighter from the game.

Create gestalt version of them:

D10 hit dice, 8 skill points etc.

Add all class abilities from BOTH (extra feats, rogue abilities etc).

All saves are strong, as per Monk.

At level 6, class gains ability to make full attack as standard action.

Problem solved.

Call class something cool, like Weapon Master or something...


Also give them fast heal 1 starting at level 12 or so.


PIXIE DUST wrote:
and I mean, there are so many cool things you can do but Martials are just shackled to "realism" and anything remotely cool immediately gets disparaged as "too wuxia" or "too weeaboo" or something stupid (like moving so fast you literaly blur and make it harder to track your movements)

I think this is the biggest impediment I see to martials getting a significant upgrade within Pathfinder and similar games:

People's virulent derision of Asian pop culture, which also happens to be where fantasy upgrades to martial abilities have been innovated en masse across past decades.

Take this recent discussion of the Sword Saint and Iaijutsu Strike, since it's already deep into Asian flavor.

A lot of people in the thread, myself included, are underwhelmed by the archetype's signature ability and the few times it can be used per day.

In the end, somebody points out that the ability is perfectly effective in game and we're making a lot of noise about nothing.

From a flavor perspective, I'm still disappointed.

When I imagine a 20th level iaijutsu master I imagine Johnny Sfondi from the fighting game Guilty Gear, a character performing an Iaijutsu Strike with every golden flash of light across the screen whose mastery of iaijutsu means he can perform its techniques at will.

Johnny is, in this case, a great example for me of a martial who competes toe to toe with magically empowered characters and does it through total and devoted mastery of a martial technique.

He can set his sword on fire, yes, but by smashing it through a bottle of high proof liquor as he strikes.

By and on the way to 20th level -- and if I put a lot into dex and focus my resources around making iaijutsu strikes -- I wanna feel like I'm Johnny, a character whose kit is a versatile array of iaijutsu abilities.

Just like a magic user is able to cast spell after spell turn after turn, I wanna be doing cool things each turn, too -- I want it to be because I worked for them and planned my kit out since low levels, but I wanna get to be stylish.

(Note: Johnny's sword does have the magical ability to generate mist, but the enchantment on his sword is a minor detail in his martial kit. Getting a magic user to enchant your weapon is hardly a minor detail in Pathfinder.)


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PIXIE DUST wrote:

^^^

This... funny this is that that book kinda fixed the disparity between mundane vs magical and we see how well it was accepted... People STILL complained, saying "its too weeaboo" or "it is to magical! it makes no sense!!!"

THIS my friends is the problem of trying to "fix" mundanes...

Although I use and can enjoy Path of War, my usual complaint about it is mostly that it 'feels' vancian. I picked up an alternate approach to it that's similar to Stamina before Path of War was fully out and it worked out great but the scope was nowhere near as big as Path of war. I like better the idea of martial being inherently spontaneous or point based rather than feeling like vancian fighting. Otherwise I'm all for higher level martials going full-on anime mode. At that point I can't imagine not having Charles Atlas Powers.

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calicokat wrote:
Stuff.

The thing is that there is literally no mythology where there isn't a least a handful of mundane folk who have simply transcended being mundane shmucks. Hercules, Cu Chulainn, Beowolf, etc. are noted European/Mediterranean examples. I'm sure there are African, South American and other examples, too!

The concept of the dude who doesn't wield magic but is capable of doing things so far beyond the realm of his mortal ken is probably the most common thing in history, far more so than the finger-wiggling wizard.

Path of War is a strong answer to letting martials do nice things, but it doesn't really go far enough. It brings the beatsticks up to where they're useful and effective, but it doesn't stop the Wizards and Druids and Clerics and Shamans of the world from ruining everything with their "I'VE GOT A SPELL FOR THAT" shenanigans. Which is why you replace them with refluffed Psionics or Spheres of Power. Now everybody is roughly around the same level, nobody can ruin the game with a single well-placed spell, and you can really tell fantasy tales without part of the group being relegated to packmule and Coup de Grace machine.


I was thinking while I've been at work about how some of Guilty Gear's most outrageous 'anime' concepts are already firmly enthroned in Pathfinder and playable through magic users.

For example, this thread is all about how to build a Millia Rage, a character famous for fighting with her mystically empowered hair.

Another of the more outrageous characters from the game, Dizzy, can be built starting on the chassis of an Aberrant bloodline Sorcerer -- a cute girl with magical powers who monstrously deforms, lashing out with transforming limbs.

The character Eddie is a Synthesist sorcerer. I-no is a tricked out Bard. Ky Kiske is a Magus.

The problem here isn't "being anime." Pathfinder is already as anime as it gets with its spellcaster options. People are playing characters that would fit right in in a game considered wacky amid a genre of OTT games.

The problem comes in when I wanna play Johnny Sfondi. When I want to perform a series of cool strikes based on my specialty. When maybe I'd like to stagger an opponent and overrun to the other side of him to hit him in the back for extra precision damage, or spend a stamina point to execute a flurry of blows style series of iaijutsu strikes, or, heck, sure, why not, air throw an opponent and air juggle.

All that said, I think working from a stamina pool is a perfect solution for the doledrums of martial classes. The chassis has already been laid down with the Gunslinger's grit pool.


Create martial "schools" and allow Fighters to gain multiple feat slots just like arcanes gain spell slots. Certain Feats will be level dependent, just like spells. Certain martial types can swap them out daily, like Wizards; some are "locked in" like Sorcerers.

Paizo is already breaking down the limited Feats access with Martial Flexibility, which is a step in the right direction.

Having leveled Combat Feats opens up for more creativity, and ultimately to create Combat Feats that rival high level Spells.

Grand Lodge

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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Bandw2 wrote:


fighters can murder just about anything, but can they use charm person on the enemy commander and avoid a conflict altogether?

Neither can a wizard, for that matter. A high level commander isn't going to abandon a cause he's fighting for just because he may treat one person on the other side as his buddy.(and he may very well be protected from such simple mind magic, the same way PC's are. Assuming he has the slightest possibility of being open to the idea, that's where diplomacy and what's that thing called again? ... Ah yes, roleplaying come into play.

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Seranov wrote:
calicokat wrote:
Stuff.
The thing is that there is literally no mythology where there isn't a least a handful of mundane folk who have simply transcended being mundane shmucks. Hercules, Cu Chulainn, Beowolf, etc. are noted European/Mediterranean examples. I'm sure there are African, South American and other examples, too!

To be fair, Hercules and Cu are demigods, not mundane folk.


Pathfinder Lost Omens Subscriber
LazarX wrote:
Bandw2 wrote:


fighters can murder just about anything, but can they use charm person on the enemy commander and avoid a conflict altogether?
Neither can a wizard, for that matter. A high level commander isn't going to abandon a cause he's fighting for just because he may treat one person on the other side as his buddy.(and he may very well be protected from such simple mind magic, the same way PC's are. Assuming he has the slightest possibility of being open to the idea, that's where diplomacy and what's that thing called again? ... Ah yes, roleplaying come into play.

charm person, now your friend, you then negotiate a peace deal... because he likes you he is much more inclined to accept a fair peace deal than continue fighting.

diplomacy at best get's him from hostile to unfriendly, charm person? he's your bro. that's the disparity.


LazarX wrote:
Bandw2 wrote:


fighters can murder just about anything, but can they use charm person on the enemy commander and avoid a conflict altogether?
Neither can a wizard, for that matter. A high level commander isn't going to abandon a cause he's fighting for just because he may treat one person on the other side as his buddy.(and he may very well be protected from such simple mind magic, the same way PC's are. Assuming he has the slightest possibility of being open to the idea, that's where diplomacy and what's that thing called again? ... Ah yes, roleplaying come into play.

Charm person is basically useless.

If someone charmed a despot/dictator, he would be friends with him, but wouldn't stop ruling his kingdom the way he always had...

People treat this spell like it controls the target, it does not...

The caster would have to use something like Dominate, Suggestion, Geas, Curse or other spells that the fighter can't cast.

Sovereign Court

Am I the only one who noticed how quickly this thread devolved from trying to actually come up with reasonable solutions to another - "martials are weak - rebuild the system from the ground up!" thread?

Lol

(Of note - I actually agree that at higher levels [9ish + - though depends upon the martial] martials are weaker - but few are saying anything like a solution sans the rebuilding of the entire class system.)

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Charon's Little Helper wrote:

Am I the only one who noticed how quickly this thread devolved from trying to actually come up with reasonable solutions to another - "martials are weak - rebuild the system from the ground up!" thread?

Lol

(Of note - I actually agree that at higher levels [9ish + - though depends upon the martial] martials are weaker - but few are saying anything like a solution sans the rebuilding of the entire class system.)

We have this thread like once a month because there is no quickfix, especially when people can't even agree about the problem.

You can never leave Hotel California.

Dark Archive

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Petty Alchemy wrote:
Seranov wrote:
calicokat wrote:
Stuff.
The thing is that there is literally no mythology where there isn't a least a handful of mundane folk who have simply transcended being mundane shmucks. Hercules, Cu Chulainn, Beowolf, etc. are noted European/Mediterranean examples. I'm sure there are African, South American and other examples, too!
To be fair, Hercules and Cu are demigods, not mundane folk.

At level 12+, everybody is so ridiculously past the point of being superhuman in their actions that they might as well already be demigods.

Or at least they should be, but only spellcasters are in PF. Despite the fact that this is a level-based game, and if the levels don't mean that things of the same level are roughly similar in power, then the levels are meaningless.

Most of us are just sick of NPC classes being advertised as PC classes. If the Fighter is, by design, supposed to be absolutely terrible at solving problems, but a Wizard of the same level is supposed to be able to do everything the Fighter can and have a thousand options on top of that, don't say they're both PC classes.

PoW solves this, too, by letting mundanes do superhuman things, and giving them options besides. Even outside initiating abilities, they have at least 4+Int skill points a level AND good skill lists, which means they can contribute much more, even if it's not magic.


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Petty Alchemy wrote:
To be fair, Hercules and Cu are demigods, not mundane folk.

So, flying around, raising the dead, teleporting across the country, causally hopping across the planes, and creating demi-planes - are these things mundane folk would do or are they things demigods would do?


This thread got weird fast.

Me, all I did to address disparity issues was bring weapon speed and casting time back, albeit in different forms. Helped a great deal with the type of game I was going for.


Charon's Little Helper wrote:

Am I the only one who noticed how quickly this thread devolved from trying to actually come up with reasonable solutions to another - "martials are weak - rebuild the system from the ground up!" thread?

Lol

(Of note - I actually agree that at higher levels [9ish + - though depends upon the martial] martials are weaker - but few are saying anything like a solution sans the rebuilding of the entire class system.)

You are right, of course. I think my solution fits best (yeah that's right, MY SOLUTION! :P)

Remove Rogue, add it via Gestalt rules to any non-caster class.

Grant the ability to full attack as a standard action at BAB +6

Grant fastheal 1 at level 12.

Change all saves to good as per Monk.

Done.


Bill Dunn wrote:
Ghray wrote:
Bill Dunn wrote:


The ultimate question, though, is why is the witch stepping on the rogue's toes when he didn't need to do so?
Because the witch CAN.
If that is the justification, that pretty much tells me that the player is a dick and there's going to be a toxic relationship at the table. Overlapping abilities can be used cooperatively or competitively. If you're going to compete with your fellow players, why are you at my table? Good cooperative relationships can make this issue not a problem.

That doesn't address the issue that if the classes were appropriately balanced, the Witch couldn't have done it in the first place.

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Freesword wrote:
Petty Alchemy wrote:
To be fair, Hercules and Cu are demigods, not mundane folk.
So, flying around, raising the dead, teleporting across the country, causally hopping across the planes, and creating demi-planes - are these things mundane folk would do or are they things demigods would do?

Not sure what point you're making. Obviously magic isn't mundane.


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Petty Alchemy wrote:
Freesword wrote:
Petty Alchemy wrote:
To be fair, Hercules and Cu are demigods, not mundane folk.
So, flying around, raising the dead, teleporting across the country, causally hopping across the planes, and creating demi-planes - are these things mundane folk would do or are they things demigods would do?
Not sure what point you're making. Obviously magic isn't mundane.

So why is a 17th level fighter 'mundane folk' while a 17th level wizard is a 'demigod'?

If we're gauging demigodhood on power, a 17th level character should be a demigod, irrespective of class. If we're gauging demigodhood on ancestry, then a 17th level character should still fall into a different class than "mundane folk," irrespective of class.

The idea that a wizard can teleport, but a fighter can't jump over a 12' wall is.... problematic.


Saldiven wrote:
Bill Dunn wrote:
Ghray wrote:
Bill Dunn wrote:


The ultimate question, though, is why is the witch stepping on the rogue's toes when he didn't need to do so?
Because the witch CAN.
If that is the justification, that pretty much tells me that the player is a dick and there's going to be a toxic relationship at the table. Overlapping abilities can be used cooperatively or competitively. If you're going to compete with your fellow players, why are you at my table? Good cooperative relationships can make this issue not a problem.
That doesn't address the issue that if the classes were appropriately balanced, the Witch couldn't have done it in the first place.

Overlap sometimes happens, but if you're trying to convince me that a 2+INT class is going to completely overshadow a 8+INT class, I won't be able to hear you over the amount of laughter.


Orfamay Quest wrote:
Petty Alchemy wrote:
Freesword wrote:
Petty Alchemy wrote:
To be fair, Hercules and Cu are demigods, not mundane folk.
So, flying around, raising the dead, teleporting across the country, causally hopping across the planes, and creating demi-planes - are these things mundane folk would do or are they things demigods would do?
Not sure what point you're making. Obviously magic isn't mundane.

So why is a 17th level fighter 'mundane folk' while a 17th level wizard is a 'demigod'?

Lack of player creativity.


Saldiven wrote:


That doesn't address the issue that if the classes were appropriately balanced, the Witch couldn't have done it in the first place.

That would just be excessive siloing. There should be ways for diverse classes to double for each other in some areas so that groups aren't screwed If they lack a particular class. A scouting familiar would be a fine option, but unnecessary if another PC is already working that niche.

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Orfamay Quest wrote:
Petty Alchemy wrote:
Freesword wrote:
Petty Alchemy wrote:
To be fair, Hercules and Cu are demigods, not mundane folk.
So, flying around, raising the dead, teleporting across the country, causally hopping across the planes, and creating demi-planes - are these things mundane folk would do or are they things demigods would do?
Not sure what point you're making. Obviously magic isn't mundane.

So why is a 17th level fighter 'mundane folk' while a 17th level wizard is a 'demigod'?

If we're gauging demigodhood on power, a 17th level character should be a demigod, irrespective of class. If we're gauging demigodhood on ancestry, then a 17th level character should still fall into a different class than "mundane folk," irrespective of class.

The idea that a wizard can teleport, but a fighter can't jump over a 12' wall is.... problematic.

Petty Alchemy wrote:
You have to abandon "mundane" in a fantasy game, or you get left behind by definition.

Okay, looks like we're agreeing. My point was that you can't use demigods as examples and call them mundane, because they are not.


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Petty Alchemy wrote:
Seranov wrote:
calicokat wrote:
Stuff.
The thing is that there is literally no mythology where there isn't a least a handful of mundane folk who have simply transcended being mundane shmucks. Hercules, Cu Chulainn, Beowolf, etc. are noted European/Mediterranean examples. I'm sure there are African, South American and other examples, too!
To be fair, Hercules and Cu are demigods, not mundane folk.

Historical demigods, in pathfinder terms, are about 12th to 15th level. There is nothing that any of them do that would require them to be any higher.

EDIT: There was that one time that Cu chopped the top off a mountain with his rainbow laser sword, but if we site that as something high level martials can do people start complaining about Weaboo Fightaan Magic.


Hercules redirected a RIVER into the Augean (sp?) stables. No fighter can do that. ;)

Not in one day anyway. Even a commoner could do it with a shovel and enough time.


Pathfinder Lost Omens Subscriber
Soilent wrote:
Saldiven wrote:
Bill Dunn wrote:
Ghray wrote:
Bill Dunn wrote:


The ultimate question, though, is why is the witch stepping on the rogue's toes when he didn't need to do so?
Because the witch CAN.
If that is the justification, that pretty much tells me that the player is a dick and there's going to be a toxic relationship at the table. Overlapping abilities can be used cooperatively or competitively. If you're going to compete with your fellow players, why are you at my table? Good cooperative relationships can make this issue not a problem.
That doesn't address the issue that if the classes were appropriately balanced, the Witch couldn't have done it in the first place.
Overlap sometimes happens, but if you're trying to convince me that a 2+INT class is going to completely overshadow a 8+INT class, I won't be able to hear you over the amount of laughter.

well considering the witch uses int for a casting stat and they have a familiar, it's pretty easy to get 8 as a base line and then go higher... if your rogue is using point buy on int then congrats he gained more skills and almost nothing else.


Bandw2 wrote:
Soilent wrote:
Saldiven wrote:
Bill Dunn wrote:
Ghray wrote:
Bill Dunn wrote:


The ultimate question, though, is why is the witch stepping on the rogue's toes when he didn't need to do so?
Because the witch CAN.
If that is the justification, that pretty much tells me that the player is a dick and there's going to be a toxic relationship at the table. Overlapping abilities can be used cooperatively or competitively. If you're going to compete with your fellow players, why are you at my table? Good cooperative relationships can make this issue not a problem.
That doesn't address the issue that if the classes were appropriately balanced, the Witch couldn't have done it in the first place.
Overlap sometimes happens, but if you're trying to convince me that a 2+INT class is going to completely overshadow a 8+INT class, I won't be able to hear you over the amount of laughter.
well considering the witch uses int for a casting stat and they have a familiar, it's pretty easy to get 8 as a base line and then go higher... if your rogue is using point buy on int then congrats he gained more skills and almost nothing else.

Fair point there, I keep forgetting that some weird folks out there don't play Scarred Witch Doctors.

Liberty's Edge

Probably has a lot of balance issues, but I wonder if you could gestalt this problem? Each level you can take three classes following the gestalt rules if none of those classes have spellcasting or take two classes including partial casters or one class of full caster.

Liberty's Edge

Another option might be to incorporate two 5E rules. Full attacks are a standard action and you can move anytime. And only one spell can be buffing at one time. If a caster has one active spell going and casts another, the first spell stops running.


alexd1976 wrote:

You are right, of course. I think my solution fits best (yeah that's right, MY SOLUTION! :P)

Remove Rogue, add it via Gestalt rules to any non-caster class.

Grant the ability to full attack as a standard action at BAB +6

Grant fastheal 1 at level 12.

Change all saves to good as per Monk.

Done.

Mechanically, this may provide some balance, but the flavor fails. My fighter niche doesn't include forgery, picking pockets, sneak attacking, meticulously disabling magical rune traps, hiding in plain sight, or many of the other niche abilities of rogues.

Yeah, I know, there are classes out there that can do all those rogue things better than rogues actually do them. That may or may not be wrong (those other classes usually have archetypes that have the same niche/flavor of rogues, or at least close to it).

But that doesn't change the fact that the sneaky thiefy flavor niche of a rogue exists, and it mostly is not shared with the flavor niche of fighters and other face-punching martials. Eliminating that niche entirely and tacking the flavor onto martical classes that don't have that flavor feels wrong.

Or to put it another way: I like chocolate chips but they're too weak and insignificant, so I'm going to eliminate them from my kitchen but start sprinkling chocolate chips on my steaks. Yeah, chocolate-chip-steaks just aren't going to be on my menu any time soon.

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Charlie D. wrote:
Probably has a lot of balance issues, but I wonder if you could gestalt this problem? Each level you can take three classes following the gestalt rules if none of those classes have spellcasting or take two classes including partial casters or one class of full caster.

Gestalting non-casters will make you even better at killing things, but it won't make you better at solving other problems.


Petty Alchemy wrote:
Seranov wrote:
calicokat wrote:
Stuff.
The thing is that there is literally no mythology where there isn't a least a handful of mundane folk who have simply transcended being mundane shmucks. Hercules, Cu Chulainn, Beowolf, etc. are noted European/Mediterranean examples. I'm sure there are African, South American and other examples, too!
To be fair, Hercules and Cu are demigods, not mundane folk.

To be fair, characters over level 4-5 are no longer mundane folk.


Decided to very casually roll up a fighter at 10th level using 4 feats from the product I discussed earlier allowing the fighter to get stamina for free and use stamina points for martial action points since they're virtually the same thing.

It's a vanilla fighter with automatic bonus progression and 20 point buy.

He has Str 22, Dex 14, Con 14, Int 18, Wis 10, Cha 8. (Explaination for some decisions; I wasn't using traits so I decided to play up on the fighter's class skills so I put my mental prowess into INT in order to get the skill ranks and bonus into Craft Alchemy, in order to have a bunch of alchemical solutions on the fighter as part of his basic combat training. This is purposely not terribly optimized and shows my biased towards alchemical solutions to mundane problems.)

I'm seeing hm at 26 AC, 13 touch, 25 flat-footed. Fort 12, Ref 8, Will 8.

His feats other than third party are Dodge, Mobility, Fleet, Combat Reflexes, Combat Patrol, Power Attack, Improved Initiative, Iron Will, and Intimidating Prowess.

The third party feats are:

Flash Cut: He can spend a stamina point to make an AoO against anyone that enters a space he threatens.

Improved Martial Focus: +5 more stamina.

Meditations of Harmony: Can spend stamina to gain a bonus to saves if a successful attack is made.

Shadow of the Falcon: Can spend a stamina point to make a Combat Maneuver without provoking.

I can't wait to test this out because the way I see it he can threaten 20 feet away from him and move 35 feet during combat patrol. Anyone so much as sneezing in his general area of threat provokes by spending stamina and if the target is reasonably squishy I can perform whatever combat maneuver I want with the base stamina ability to boost the probability on that. All that with about 17 stamina per fight at my disposal.

but overall Is this an adequate boost?


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Seranov wrote:
Petty Alchemy wrote:
Seranov wrote:
calicokat wrote:
Stuff.
The thing is that there is literally no mythology where there isn't a least a handful of mundane folk who have simply transcended being mundane shmucks. Hercules, Cu Chulainn, Beowolf, etc. are noted European/Mediterranean examples. I'm sure there are African, South American and other examples, too!
To be fair, Hercules and Cu are demigods, not mundane folk.

At level 12+, everybody is so ridiculously past the point of being superhuman in their actions that they might as well already be demigods.

Or at least they should be, but only spellcasters are in PF. Despite the fact that this is a level-based game, and if the levels don't mean that things of the same level are roughly similar in power, then the levels are meaningless.

Most of us are just sick of NPC classes being advertised as PC classes. If the Fighter is, by design, supposed to be absolutely terrible at solving problems, but a Wizard of the same level is supposed to be able to do everything the Fighter can and have a thousand options on top of that, don't say they're both PC classes.

PoW solves this, too, by letting mundanes do superhuman things, and giving them options besides. Even outside initiating abilities, they have at least 4+Int skill points a level AND good skill lists, which means they can contribute much more, even if it's not magic.

I've solved this in my game by hardcoding it in.

Characters of 13th level are legitimate demigods with growing divinity. At 17th level they are classified as full gods.

Spellcasting is largely unchanged, martials are drastically changed.


alexd1976 wrote:

Hercules redirected a RIVER into the Augean (sp?) stables. No fighter can do that. ;)

Not in one day anyway. Even a commoner could do it with a shovel and enough time.

Adamantine Shovel says no problem. Even easier with Sunder and an Adamantine Hammer. Just attack the ground like you're swinging a golf club.

Had this happen in a game once. Turns out that if you look at the "HP per inch" rules on dirt and then apply a mid level fighter or barbarian's damage to that, they can basically blast out a trench at a rate of a few feet per swing.


DM_Blake wrote:
alexd1976 wrote:

You are right, of course. I think my solution fits best (yeah that's right, MY SOLUTION! :P)

Remove Rogue, add it via Gestalt rules to any non-caster class.

Grant the ability to full attack as a standard action at BAB +6

Grant fastheal 1 at level 12.

Change all saves to good as per Monk.

Done.

Mechanically, this may provide some balance, but the flavor fails. My fighter niche doesn't include forgery, picking pockets, sneak attacking, meticulously disabling magical rune traps, hiding in plain sight, or many of the other niche abilities of rogues.

Yeah, I know, there are classes out there that can do all those rogue things better than rogues actually do them. That may or may not be wrong (those other classes usually have archetypes that have the same niche/flavor of rogues, or at least close to it).

But that doesn't change the fact that the sneaky thiefy flavor niche of a rogue exists, and it mostly is not shared with the flavor niche of fighters and other face-punching martials. Eliminating that niche entirely and tacking the flavor onto martical classes that don't have that flavor feels wrong.

Or to put it another way: I like chocolate chips but they're too weak and insignificant, so I'm going to eliminate them from my kitchen but start sprinkling chocolate chips on my steaks. Yeah, chocolate-chip-steaks just aren't going to be on my menu any time soon.

Or you could see it as making the Rogue have a better BAB, better saves and extra feats...

You customize the class the way you want to make it. Just cause it CAN wear fullplate doesn't mean it WILL wear fullplate.

I didn't say it was perfect, just a solution. ;P


Doomed Hero wrote:
alexd1976 wrote:

Hercules redirected a RIVER into the Augean (sp?) stables. No fighter can do that. ;)

Not in one day anyway. Even a commoner could do it with a shovel and enough time.

Adamantine Shovel says no problem. Even easier with Sunder and an Adamantine Hammer. Just attack the ground like you're swinging a golf club.

Had this happen in a game once. Turns out that if you look at the "HP per inch" rules on dirt and then apply a mid level fighter or barbarian's damage to that, they can basically blast out a trench at a rate of a few feet per swing.

Good lord, someone did the math... I shouldn't be surprised I guess.


DM_Blake wrote:

I'm not saying Pathfinder is broken. Far from it. I like the group dynamic and think a good GM can make wonderful challenges for a FULL PARTY even though there is power and/or utility "tier" disparity between the individuals of that party.

But, if we wanted to rig the system to smooth out that disparity, what changes would we make?

Can we do it without turning every martial class into into weird magus/jedi/ninja/wizards?

Remove Teleport spells and the caster will need the martials to keep them alive when they run out of magic.

Without magic to take him home the caster is just a whimp in a fancy outfit.


DropBearHunter wrote:
DM_Blake wrote:

I'm not saying Pathfinder is broken. Far from it. I like the group dynamic and think a good GM can make wonderful challenges for a FULL PARTY even though there is power and/or utility "tier" disparity between the individuals of that party.

But, if we wanted to rig the system to smooth out that disparity, what changes would we make?

Can we do it without turning every martial class into into weird magus/jedi/ninja/wizards?

Remove Teleport spells and the caster will need the martials to keep them alive when they run out of magic.

Without magic to take him home the caster is just a whimp in a fancy outfit.

Patently not true.

I've played many casters who never once used a teleport spell [or simulacrum or any of the other classic 'broken' spells] and still made the martial feel small in the pants. It's trivially easy- even unintentionally so- in RAW Pathfinder.


Uuuugh. I came here to finally get some productive advice to drown out all the stupid arguing on the other thread.

What did I get? More stupid arguing. I could dig through here to find the on-topic posts, but I don't really have the energy.

Come on, people. You already have a thread for this. Go over there and leave this one in peace. If you don't think martials need fixing, go over there and make your case.


Kobold Cleaver wrote:

Uuuugh. I came here to finally get some productive advice to drown out all the stupid arguing on the other thread.

What did I get? More stupid arguing. I could dig through here to find the on-topic posts, but I don't really have the energy.

Come on, people. You already have a thread for this. Go over there and leave this one in peace. If you don't think martials need fixing, go over there and make your case.

Hey, I posted a build using a few third party feats to make a fighter into a mobile disruptor.


LazarX wrote:
Bandw2 wrote:


fighters can murder just about anything, but can they use charm person on the enemy commander and avoid a conflict altogether?
Neither can a wizard, for that matter. A high level commander isn't going to abandon a cause he's fighting for just because he may treat one person on the other side as his buddy.(and he may very well be protected from such simple mind magic, the same way PC's are. Assuming he has the slightest possibility of being open to the idea, that's where diplomacy and what's that thing called again? ... Ah yes, roleplaying come into play.

Dominate Person is a thing you know..n


Freesword wrote:
Petty Alchemy wrote:
To be fair, Hercules and Cu are demigods, not mundane folk.

So, flying around, raising the dead, teleporting across the country, causally hopping across the planes, and creating demi-planes - are these things mundane folk would do or are they things demigods would do?

This argument bugs me... a lot of martials cant do nixe things because the cool stuff that western mythological heroes do is locked behind the whole "divinity" thig

Grand Lodge

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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Petty Alchemy wrote:
Charon's Little Helper wrote:

Am I the only one who noticed how quickly this thread devolved from trying to actually come up with reasonable solutions to another - "martials are weak - rebuild the system from the ground up!" thread?

Lol

(Of note - I actually agree that at higher levels [9ish + - though depends upon the martial] martials are weaker - but few are saying anything like a solution sans the rebuilding of the entire class system.)

We have this thread like once a month because there is no quickfix, especially when people can't even agree about the problem.

You can never leave Hotel California.

This... everyone who posts a thread like this either... 1. Thinks they've come on a new approach. (they haven't), 2.Magnifies a problem far beyond it's actual scope, or 3. Is putting up troll bait.

Fighters were created as the "supernormal weapons master". No fancy powers but the ultimate masters of weapons and combat styles. If you MUST have magic with your martial, there ARE a lot of alternatives, ranging from full martials such as the Ranger and Paladin, to the arcane weapon slingers known as the Eldritch Knights or Magi. Or you can stay Fighter and use variant multi-classing from Pathfinder Unchained!.

The system already allows you to tailor just how much magic there is to your fighter. I can't see what problem you can bring up that can't be addressed by one or more of these approaches.

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