Seriously now, how do you fix martial / caster disparity and still have the same game?


Homebrew and House Rules

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LoneKnave wrote:

There are some pretty good guidelines for that in DMG2, MM3 and the Monster Vault (they were still working out the kinks cirka DMG/MM1), but just grabbing an existing monster (or multiple existing monsters) for inspiration works out pretty well in my experience.

The DMG2 monster creation stuff is especially great, it comes with a lot of themes you can apply to generic monsters to give them a feel of "belonging" to the encounter, as well as a number of traps and hazards to pull everything together.

It's probably not as effortless as just reskinning/leveling existing monsters (which is absolute cakewalk) but it's close.

Ah, I only had the Core Rule books. That would be the reason the experience was opposite. That makes sense.


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Having armor and weapons free for a fighter would do zero to address the disparity


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DM_Blake wrote:

Jiggy's current post about the disparity is a good one, but it provides no solutions.

But obviously not everyone agrees. For some, this disparity is ruining the game. Some...

The solution isn't in weaken one class or adding power to another. The solution is the GM changing how they design and run encounters - yes...its really that simple. No "Martials Unchained", no requirement to tell your caster they can't take fly, mirror image, or even WISH. If this was really a game mechanic failure, the boards would be full of player's complaining "Those bestiary monsters with access to spells are -too- powerful, we have a TPK every time there is an monster caster."

Every spell caster has x per day limit, while martials can swing away until they or the enemy are dead. If any game is broken because the caster's "outshined" the martials and ruined the fun of the martial players that's on the GM. If the caster has unlimited magic access, for example by allowing the wizard to buy so many wands that they also can "cast wish until they or the enemy is dead" - its still on the GM, and still could be overcome with encounter design.

I can oversimplify it by saying if you know your spell casters can drop 4 pit fiends in 2 rounds, then you needed to have 2 more pit fiends show up outside of the range of their most damaging spells; or you should have rolled individual monster initiatives to ensure at least 1 fiend could act before the casters and used their own -WISH- on the group's caster; or you plan for 8 pit-fiends and the other 4 don't show up until round 3 -after- the casters have used up their best spells. In any case, there should be plenty for the martials to do, and if not you can fix it by bringing in more enemy for them.

As a GM your encounters have access to unlimited # of spells and HPs. Start fighting the party smarter and use casters against the casters; use waves to make the group use up resources prior to the boss; remember what the monsters capabilities are and rehearse the battle so you don't forget. No matter how fast the casters slay something you can bring in more. At some point, the casters are out of spells for the day and the martials are still there with swords and shields....so how can the casters really outshine them at that point?

From a general campaign perspective, my experience has been that excessive access to magic (including weapons for martials) is the fastest way to make your job tougher as a GM. It just ends up requiring you to make encounters tougher to make it a challenge for the group. But even if you told your players they had open "Magic Mart" in your world, it couldn't break your game.....because if magic is -that- easy to come by, then the monsters would also have easy access and you should counter with your own magic.

The solution is on producing tougher martials....its on individual GM's doing a better job with encounter design and fighting their monsters smarter in order to give all players a chance to shine during combat at some point each game session.


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GM 1990 wrote:
DM_Blake wrote:

Jiggy's current post about the disparity is a good one, but it provides no solutions.

But obviously not everyone agrees. For some, this disparity is ruining the game. Some...

The solution isn't in weaken one class or adding power to another. The solution is the GM changing how they design and run encounters - yes...its really that simple. No "Martials Unchained", no requirement to tell your caster they can't take fly, mirror image, or even WISH. If this was really a game mechanic failure, the boards would be full of player's complaining "Those bestiary monsters with access to spells are -too- powerful, we have a TPK every time there is an monster caster."

Every spell caster has x per day limit, while martials can swing away until they or the enemy are dead. If any game is broken because the caster's "outshined" the martials and ruined the fun of the martial players that's on the GM. If the caster has unlimited magic access, for example by allowing the wizard to buy so many wands that they also can "cast wish until they or the enemy is dead" - its still on the GM, and still could be overcome with encounter design.

I can oversimplify it by saying if you know your spell casters can drop 4 pit fiends in 2 rounds, then you needed to have 2 more pit fiends show up outside of the range of their most damaging spells; or you should have rolled individual monster initiatives to ensure at least 1 fiend could act before the casters and used their own -WISH- on the group's caster; or you plan for 8 pit-fiends and the other 4 don't show up until round 3 -after- the casters have used up their best spells. In any case, there should be plenty for the martials to do, and if not you can fix it by bringing in more enemy for them.

As a GM your encounters have access to unlimited # of spells and HPs. Start fighting the party smarter and use casters against the casters; use waves to make the group use up resources prior to the boss; remember what the monsters capabilities...

Being able to kill a pit fiend is something both a fighter and a wizard at 20th level can do pretty well if they're built well. That's not where a disparity exists.

More, it's that all classes are built to be able to destroy enemies in combat, but a lot of problems like long-distance travel, information-gathering, healing, and so on are either massively easier with magic or completely impossible without magic, which means the fighter fights, and fights quite well, but the wizard also fights, and can teleport, turn invisible, walk through walls, fly, ask the GM questions about the task at hand with spells, gather expendable minions on the fly so the party doesn't have to fight its own battles all the time, alter the landscape, and so on. That's where people see a disparity; if one class can fight and the other class can fight AND do all that other stuff, why do you want the first class around instead of multiples of the second class?


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GM 1990 wrote:
DM_Blake wrote:
...
...

By that logic there can never be any problem with any RPG system ever because the GM can fix it. This is dumb.


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There is actually no way a level 20 fighter could solo a pit fiend


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GM 1990, so, are you offering a 5-year intensive course of study for every potential DM in the world, in order to teach them how to make the game work with a fraction of your self-professed level of awesomeness? Gee, that's an awful lot of people, and a potentially infinite amount of time invested. My word, wouldn't it be easier if the written rules actually functioned as intended to begin with, so that a PhD. in DMology wasn't needed?


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CWheezy wrote:
There is actually no way a level 20 fighter could solo a pit fiend

If the pit fiend's Int has been somehow reduced to 2 beforehand, so that all it does is stand there and trade full attacks, it works fine.


Blackwaltzomega wrote:
GM 1990 wrote:
DM_Blake wrote:

Jiggy's current post about the disparity is a good one, but it provides no solutions.

But obviously not everyone agrees. For some, this disparity is ruining the game. Some...

use casters against the casters; use waves to make the group use up resources prior to the boss; remember what
...

It sounds like what you're describing as disparity is that the players of casters are stealing too much of the table time. They get spotlight in combat by slaying all the monsters before the fighters can do much, and then during role-playing they get all the GM's attention since they cast divination or other spells that make research by the other characters pointless?

That's still within the GM's ability and duty to handle based on what they either place for challenges or how the NPCs interact with the players. Even in a good group you're always going to have a player who's less assertive and if you don't ask them leading questions or have an NPC directly address them they may not get as involved as they could. It doesn't take long with a group to figure out who you'll need to be more deliberate with during the gaming sessions to get them involved. Worst case if you have someone who's actually getting to the point of rudeness by interrupting others, etc then its time as GM to discuss it with them off line and if they just refuse to allow other players to get their characters involved then you as GM can ask them not to play with the group anymore.
I can't imagine players are mad because the wizard cast mass-teleport and whisked them to the next objective, saving them from a long carriage ride or walk - even if the GM handwaved the 2week overland journey, how is that "ruining the fun" for players of fighters? You'd probably have just as many players who would bury their face in their hands if the GM took an hour of the session going over daily rations, multiple non-essential random encounters because "I didn't allow the wizard to take teleport so we don't have disparity with the martials"

One of the things GM_Blake asked was what "specific" issues have people experienced. If more actual examples were shared, we'd have a better idea of specific issues. But the ones I've seen so far could have been solved with encounter design.


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Why even have a fighter there though if you have to babysit them like that

Scarab Sages

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You're essentially saying the GM should always completely customize every encounter to his particular party, ignoring important things like the fact that many people play at open or public tables like PFS, that there are classes capable of fulfilling multiple roles so well they can actually eclipse other classes built to do those things to the exclusion of all else, the fact that Paizo's entire business model grew around their APs and modules which support GMs who don't have the time to carefully craft hundreds of hours of story and encounters for their players, and other pertinent issues.

I suspect you aren't even familiar with thr rules for challenge rating and encounter design you're touting, and indeed, probably not even terribly familiar with what a high system mastery game looks like. At least, that's the impression I get from your posts, which routinely show that you haven't listened to or read more than a tiny fraction of the discussion being had here.

More than that, and I can't stress this enough, you're not saying anything new. People experiencing issues with martial/caster disparity have explained why your "solutions" are inadequate for their needs, and have shared and proposed solutions with others who have the same problems. If you have nothing new to contribute, and you don't experience the issue, then what are you even trying to accomplish?


*Applies 5e liberally*

Maybe I just want martials to be able to do martial things well. Maybe I don't want to have to coddle my fighter and rogue players I DM. Maybe you can rein in the balance design disaster that is Vancian magic and make it even cooler and more fun in the process.

Anyone else disappointed in Path of War? Am I missing something about it?


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This was never about the martials ability to do damage and/or compete in combat, at least to my understanding -- and only then in a more general way like adding ranged/area attacks and the like.

This discussion was, I believe, about closing the gap in narrative ability between the classes, giving martials a bit more control over their own destiny and over the game itself instead of being tag-a-longs for the spell casters.

The solution of simply overpowering the party with tons and tons of encounters isn't one that addresses what has been talked about, doesn't address the topic, and ends up with a lot of dice rolled and some very broken encounters.


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Talking pretty big there for someone who said this only a few months ago:

GM 1990 wrote:
just got back into gaming a few months ago after 20yrs....wow a lot has changed,

I'm curious as to why you don't have more respect for the decade and a half of experience the others have in this current edition's idiosyncrasies.

Though, knowing the vast majority of your experience is from 2e or earlier.. and a couple decades old at that.. could explain your stance on this.

I just don't understand the attitude.


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I was curious which part of the neverending cycle we'd be on when I got back to this thread.

Perhaps predictably, it was the phase of "new person shows up, doesn't read the thread or any prior discussions, and lays down what they expect to be a solution then mocks everyone who points out 'no that doesn't work, it's been tried already, read the damn thread'."

Dark Archive

Kirth Gersen wrote:

Total WBL for an 18th level NPC is only 75,000 gp. Each 9th level PC has 46,000 gp worth of gear, so a party of 4 has something like 2 1/2 times as much stuff.

It's really not much different than if the NPC were an 18th level Warrior with some random circumstance bonuses to attacks and AC. That's how bad the fighter "PC" class is.

I would argue, as a 'boss' NPC, such a fighter should have PC level appropriate gear not just 'NPC gear'.

Shadow Lodge

Orthos wrote:

I was curious which part of the neverending cycle we'd be on when I got back to this thread.

Perhaps predictably, it was the phase of "new person shows up, doesn't read the thread or any prior discussions, and lays down what they expect to be a solution then mocks everyone who points out 'no that doesn't work, it's been tried already, read the damn thread'."

As IF!?

Bluff: 1d20 + 19 ⇒ (14) + 19 = 33


Kaisoku wrote:

Talking pretty big there for someone who said this only a few months ago:

GM 1990 wrote:
just got back into gaming a few months ago after 20yrs....wow a lot has changed,

I'm curious as to why you don't have more respect for the decade and a half of experience the others have in this current editionthread's idiosyncrasies.

Though, knowing the vast majority of your experience is from 2e or earlier.. and a couple decades old at that.. could explain your stance on this.

I just don't understand the attitude.

I would say I fixed that for you, but really I just did it for my own entertainment.


JonathonWilder wrote:
Kirth Gersen wrote:

Total WBL for an 18th level NPC is only 75,000 gp. Each 9th level PC has 46,000 gp worth of gear, so a party of 4 has something like 2 1/2 times as much stuff.

It's really not much different than if the NPC were an 18th level Warrior with some random circumstance bonuses to attacks and AC. That's how bad the fighter "PC" class is.

I would argue, as a 'boss' NPC, such a fighter should have PC level appropriate gear not just 'NPC gear'.

Giving any enemies PC level gear throws off the PC's wealth. That's fine for the final boss, but not for anyone else.


Squirrel_Dude wrote:

While the total gear would be less, NPCs dont' necessarily need to have the glut of random crap that player's do that eats away at their WBL. It also increases the cap on what the NPC character can have in a single item. And again, they wouldn't be needing to spend as much of their money on the defensive items they might normally need because they're so much higher level than the player characters. The fighter would be fighting a 9th level party, not an ECL 18 encounter like the party would.

At this point we're more talking about how gear can influence an encounter, and I would agree that most other classes would offer a much larger challenge than the fighter, who is only throwing around more numbers and not new abilities.

But wouldn't WBL restrict what you equip him with anyways? you wouldn't just kit him out with the best level 18+ gear, because that would be the same as giving the level 9 party level 18 gear, so you'd probably give him lots of boosts/defensive buff potions and traps, gear to get past any one party members DR/resistance, and more powerful gear to cover his inefficiencies.

Dark Archive

Atarlost wrote:
Giving any enemies PC level gear throws off the PC's wealth. That's fine for the final boss, but not for anyone else.
M1k31 wrote:
But wouldn't WBL restrict what you equip him with anyways? you wouldn't just kit him out with the best level 18+ gear, because that would be the same as giving the level 9 party level 18 gear, so you'd probably give him lots of boosts/defensive buff potions and traps, gear to get past any one party members DR/resistance, and more powerful gear to cover his inefficiencies.

Then don't have the fighter be such a high level, that way such a concern of gear is less of such.

I still feel it is insane having him be level 18... no matter what side of the C/MD you are on. I would rather give the fighter Mythic levels then having it be level 18, or consider other ways of increasing difficulty other then having the fighter be level 18.


JonathonWilder wrote:

Then don't have the fighter be such a high level, that way such a concern of gear is less of such.

I still feel it is insane having him be level 18... no matter what side of the C/MD you are on. I would rather give the fighter Mythic levels then having it be level 18, or consider other ways of increasing difficulty other then having the fighter be level 18.

I don't think you understand how my response works... it's not my situation or concern, its wondering how such a concern is actually a concern at all if you are applying all aspects of WBL... which is supposedly a problem.


Kaisoku wrote:

Talking pretty big there for someone who said this only a few months ago:

GM 1990 wrote:
just got back into gaming a few months ago after 20yrs....wow a lot has changed,

I'm curious as to why you don't have more respect for the decade and a half of experience the others have in this current edition's idiosyncrasies.

Though, knowing the vast majority of your experience is from 2e or earlier.. and a couple decades old at that.. could explain your stance on this.

I just don't understand the attitude.

That's one issue with only text I guess, attitude or passion can be hard to differentiate, I could have worded my thoughts differently to account for the lack of tone, non-verbal, etc - always a potential problem with text and the web. But providing my take on how a GM can handle real or perceived class imbalance or player enjoyment and shared table time isn't disrespecting anyone else's experiences or ideas, and it wasn't a pointless rant and personal attack like a couple responses. I should have ignored both directed at me, there wasn't any value in their responses nor in my one liner - I'll try to do better next time.

In the 1000 plus posts, there are generally 2 themes. One is focused on the combat mechanics - which I feel the GMs can keep from becoming a problem by using encounter design and existing rules, and I gave a couple examples. If the martials are feeling left out during combat as a recurring problem, the GM already has some tools to keep the combat portion of sessions fun for the martials. Some of the examples are unique to particular encounters or challenges where casters are better up to the task and conditions given. But from one encounter (combat, roleplaying, puzzle, etc) or session to the next, the GM can use variety over time so each player gets their opportunities to be the focus or save the day.

The other theme is casters using spells to do what other classes can do and possibly stealing the show out of combat. If the group doesn't actually have a rogue for example, then a caster using knock probably isn't affecting any other players enjoyment. On the other hand, if a caster is continually stepping on the toes of other players (and challenges I put in specifically to let the other classes have some spotlight time) by using spells rather than giving the rogue a chance to use disable device, then its my job as the GM to address the player behavior during a break or between sessions. If you're a player in the group, bring it up to your GM. I get that some people play in pickups at local hobby store etc, or one shots which might make these particular solutions harder to implement than a recurring game with family or friends, but it doesn't make them invalid options for the GM.

I'm not implying that an official or house rule game mechanic change wouldn't lessen some of the specific cases people have mentioned. However, new and old GMs alike also need to be ready to make calls at their table anytime and be ready to do it regardless of the rulebook, especially if its going to result in more fun for everyone. Player personality seems to be at least partly to blame in some of these situations as well. Some players are going to min/max, exploit mechanics, steal the spotlight, interrupt, use player knowledge in game, etc. As a GM, you'll never have a book solution for everything a difficult player tries to pull, - especially if they're using the rules to wreck everyone else's fun. There are some players who can make the game less fun regardless of how perfect the rules are - especially in an RPG where there is free-will and actions.

There have been some good and interesting mechanical ideas mentioned on this thread. However, none of the game mechanic ideas will allow your group to enjoy the game to its fullest if the root-cause is player behavior. If you have someone like that at your table, they will create game mechanic or player interaction issues one way or another over time no matter how many errata are published. Sometimes you have to ask that player to either change their behavior at the table or stop gaming with you.

Scarab Sages

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JonathonWilder wrote:
Atarlost wrote:
Giving any enemies PC level gear throws off the PC's wealth. That's fine for the final boss, but not for anyone else.
M1k31 wrote:
But wouldn't WBL restrict what you equip him with anyways? you wouldn't just kit him out with the best level 18+ gear, because that would be the same as giving the level 9 party level 18 gear, so you'd probably give him lots of boosts/defensive buff potions and traps, gear to get past any one party members DR/resistance, and more powerful gear to cover his inefficiencies.

Then don't have the fighter be such a high level, that way such a concern of gear is less of such.

I still feel it is insane having him be level 18... no matter what side of the C/MD you are on. I would rather give the fighter Mythic levels then having it be level 18, or consider other ways of increasing difficulty other then having the fighter be level 18.

Mythic levels as a fix can actually be pretty interesting, in part because the Mythic rules themselves are so hilariously imbalanced. Since 2 mythic tiers are considered to be worth about 1 level in determining encounter balance but can actually be substantially more potent then that, you can come very close to a "two wrongs make a right" scenario by applying mythic tiers in place of class levels to martial NPCs only as part of adjusting the dynamic.

Given how swingy and awkward that particular solution is, it wouldn't be at the top of my list, but it's certainly a feasible way to achieve the desired result of adhering to the current rules while still implementing a solution. I've actually seen several people suggest that you could simply give martials, and only martials, mythic tiers, and while I know it's a bit more complex than that, I think a little grooming of the mythic system could actually make that a very viable solution.


Comparing casters and Martials is like comparing oranges and apples. Sure you can use citrus in more dishes, the flavour is stronger and duck a la pomme would taste pretty lame, but it isn't all about power. Apple may be a bit less flexible or overwhelming but sometimes you just can't beat apple pie.

Now as a player I like apple pie, but I also like a orange juice in the morning. I wouldn't dream of thinking the orange juice drinkers spoil things for the apple pie eaters. At the end of the day it all gives us energy and it all turns to poop in the end, so why worry!

Peace in 2016 Y'all


I had a brain fart the other day and thought i would bring it here for critique as it could help deal with the disparity.

Have a feat line possibly or maybe add onto all characters the following:

The character treats his caster level as BAB/2. He may learn a single spell of appropriate level when his effective caster level allows him to cast a new level of spell. He may cast each spell once per day. The character must however fluff these "spells" as non mogically as possible. So for example a rogue could learn spider climb, and fluff it as he has such prowess with climbing that he can run up walls and hang from ceilings or whatever.

At lvl 20 a full BAB class would have 1 spell of each level up to 5 once per day.

It allows all characters to give themselves the options that they want. Gives them later than casters would have access to those spells. But still gives them to them. Each person can define if they want narative power or combat power


Milo v3 wrote:
LoneKnave wrote:

There are some pretty good guidelines for that in DMG2, MM3 and the Monster Vault (they were still working out the kinks cirka DMG/MM1), but just grabbing an existing monster (or multiple existing monsters) for inspiration works out pretty well in my experience.

The DMG2 monster creation stuff is especially great, it comes with a lot of themes you can apply to generic monsters to give them a feel of "belonging" to the encounter, as well as a number of traps and hazards to pull everything together.

It's probably not as effortless as just reskinning/leveling existing monsters (which is absolute cakewalk) but it's close.

Ah, I only had the Core Rule books. That would be the reason the experience was opposite. That makes sense.

Yeah, Core 4e was a rushed affair with its fair share of problems. Most relevant to our little side discussion is that monster math and design was just not up to snuff yet. Elites and Solos had way too high defenses, generic monsters had maybe 2 boring at-wills and did too little damage (still beats vital striking T-rexes tho), and there weren't really many DM tools for monster creation yet. Dragon magazines and later MMs improved and expanded upon this foundation massively.


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Some possible solutions

1. Unchained action economy
2. Unchained automatic bonus progression
3. Create Athletics skill that can be used for jumping, climbing, and swimming. Classes with climbing or swimming as class skills get Athletics instead. Athletics is a strength base skill normally. Acrobatics still retains it's jumping function.
4. Combat maneuvers use Athletics or Acrobatics as appropriate (Describe action, GM decides). They are countered by the target's athletics or acrobatics (the target's choice). Attempting a combat maneuver does not generate an attack of opportunity.
5. The mounted combat feat lets you redirect all attacks to your mount to yourself. You may roll reflex saves for your mount and your mount is treated as having evasion.
6. No such thing as flat-footed (dex denied) or touch AC. Whenever a foe would be considered dex-denied instead just add +5 to the attack roll.
7. 3/4th BAB is the minimum
8. Spells that require an attack roll use the casting stat instead of dexterity
9. Remove SR. Creatures with SR instead gain +5 to saves against magic including those spells that say "SR no".
10. Your maximum negative HP is equal to your maximum HP.
11. Thrown weapons may use strength for the to-hit roll instead of dexterity.
12. 4+int is the minimum for skill points

There that would go a long way to bring C/M closer to where I want it.


Ok, I've thought this over for quite some time, and I think I've come up with a pretty good system for how to address this issue. Note that these aren't just a "list of suggestions" but things that need to be implemented together; doing some of them without the rest will likely do more harm than good.

1) Tiered classes. There are three "starting age" categories for classes; Intuitive, Self-Taught, and Studied. Intuitive classes start younger because, presumably, it takes less training to achieve your first level while Studied classes start older because it takes more training. But this only applies to the very first class your character takes because, beyond that, every class takes exactly the same exp to train. I propose Intuitive classes (Barb, Rogue, Sorc, Oracle) should take less exp to level up while Studied classes (Alch, Druid, Cleric, Inquis, Magi, Wiz, Monk) take more exp to level up.

2) Running exp costs. Instead of having an ever-growing cost for "character level" to which you overlay a class level, have level cost based on the actual level of the class being attained. To illustrate, instead of a lvl 19 Fighter needing lvl 20 exp to get Rogue 1, let him get Rogue 1 for only lvl 1 exp cost. This bolsters multi-classing a bit because it lets a multi-class character gain "point values" (ie. saves, HP, attribute increases, BAB, etc) at a faster rate while foregoing class specialty.

3) Re-tool classes. Right now, classes are very scattered in utility. By lining up utility and growth rate with the "starting age" tiers, this can be much more unified. For instance, Intuitive classes would be more front-loaded with very narrow focus. They progress through levels fastest, but gain less per level doing so and have the least versatility, though, to avert "dipping abuse", their growth rates may jump up at certain thresholds (ie. hit dice gets bigger, shifts to higher BAB at a certain level, etc). Self-taught classes have an even spread of abilities throughout their class and Studied classes have the most delayed growth but also the greatest versatility.

4) Delayed unconsciousness. Right now, you are staggered right at 0 and then any damage beyond that takes you right into KOsville. Instead, let Con determine how far below 0 you can go before falling unconscious from HP loss. For instance, a character with a +3 Con modifier wouldn't fall unconscious until he hits -4 HP, though, he still starts making "bleed-out" rolls at -1. This gives a little more margin to compensate for a sour fight.

5) More options to use multiple attribute scores. MAD classes get quite hosed because the benefits of a single high attribute score drastically outweigh several moderate scores due to the fact that you can typically only use 1 attribute at a time. This is "supposed" to be countered by the notion that getting a single high attribute is "difficult", but it's not really. So, for MAD setups, allow combining scores for better results.

6) "Magic level" and "Martial level" sliders to determine how "Magic" the campaign will be and how "Martial" the campaign will be. Low Magic will push effective spell levels up and cut spells/day while High Magic will bring effective spell levels down and boost spells/day. For the Martial slider, it will increase the BAB prereq for feats at Low Martial or reduce BAB growth and, for High Martial, either increase BAB growth or reduce BAB prereqs. So Low Martial will represent a more gritty, realistic approach to armed combat, Mid Martial is the normal state of the game now, and High Martial would allow martials to do all sorts of crazy stunts. Maybe even Mythic Martial which brings Mythic abilities down to just somewhat above average and you've got superpowered Anime martials running around.

7) Armor as both AC and DR. In the traditional system, Armor is, literally, hit or miss. It either protects you completely or it does nothing. Add some DR to armor pieces so that it offers at least some protection even if it doesn't completely negate an attack. Of course, heavy armor would have the most DR while light armor has the least.

8) Tiers of item workmanship. Presently, there is only Masterwork as a non-magical way to strengthen items. Instead, I propose a tiered system involving both sub-par items that reduce quality in exchange for fast, cheep creation, as well as boosted tiers higher than plain Masterwork.


Just to throw my two cents of what I do in my games which I am sure will get washed in the mix.

1)I limit character creation to stats to be 18 after racial modifiers On a 20 point and 16 on a 15 point. Helps limit the range that characters can end up at making it easier to balance encounters for me as a GM. I also control what items drop so as to not give one character access to breaking the DC/to hit table.

2)All spells must be picked at the start of the day. This tends to drive people more to spontaneous casting classes.

3)Outside of an Inn or guarded stronghold it can be difficult to get a full 8 hours rest and an hour for study. I do not hand wave the uninterrupted rest or study time requirements as they are there to show the weaknesses of 9 level casters. Often there are many creatures that only come out at night, or someone must be caught as soon as possible so there is no time to rest, sooooo . . . . you are going to take a nap in this room to regain your spells because you do not want to open the door for fear of what is on the other side? *Monsters open the door*

4) No daze meta-magic, just no.

5) As the levels increase so do the number of monsters that are immune to many of the godwizard spells or highly resistant to spells and or specific elements. The general thought process is that anything that isn't at least a little resistant to wizard spells has already been killed off by CR 14 if they are considered dangerous.

6) Not all spells are created equal and there for should not be equally available. I tend to restrict the free spells for leveling to just the core spells. That way if they want a specific spell they need to find someone who knows it and convince them to teach it to them, and wizards do not like to share power. Sorcerers need to declare what they are practicing and need to at least see a spell being cast and make the spell-craft check to learn it, unless it is core which is considered common knowledge. They can research a new spell if they spend the time and money but can only swap one researched spell per level or learn them next level.

7) Environmental tactics. Often the biggest strength of casters is range. If your encounters often restrict the field of vision and or start in close range casters are at a distinct disadvantage. Many targets on a flat open play mat is where a wizard should own, in the warren of a shanty town alleys not so much.

8) Social consequences of magic. Any mind effecting magic is the equivalent of rape, depending on your setting could be major or minor. Illusions outside of entertainment show untrustworthiness. Divination is invasion of privacy, which again will be setting specific. Summoning monsters is very alignment driven on how it is viewed.

All of this might be a little heavy handed but it is how I handle the disparity, along with the 2 background skills per level.


Kazaan wrote:
2) Running exp costs. Instead of having an ever-growing cost for "character level" to which you overlay a class level, have level cost based on the actual level of the class being attained. To illustrate, instead of a lvl 19 Fighter needing lvl 20 exp to get Rogue 1, let him get Rogue 1 for only lvl 1 exp cost. This bolsters multi-classing a bit because it lets a multi-class character gain "point values" (ie. saves, HP, attribute increases, BAB, etc) at a faster rate while foregoing class specialty.

This idea is amusing, but it needs development to become workable. Fortunately, I have been mathematically analyzing the leveling of classes and have some of the answers you need.

Letting a character get Rogue 1 for only level 1 experience cost ignores that level 1 has no experience cost. Everyone starts at fist level with zero experience points. However, I analyzed the Pathfinder's fast progression for experience: 0, 1300, 3300, 6000, 10000, 15000, 23000, 34000, 50000, 71000, 105000, 145000, ....--and found that it fits the curve 3000×(1.43^(n-1)) - 3000 reasonably well, where n is the level. This curve suggests that everyone starts at first level with 3000 hidden experience points. Therefore, the hidden cost for a first level class is 3000 xp.

Unfortunately, the math ignores that some aspects of first level are just as powerful as tenth level. For example, a fifth-level fighter multiclassing with one level of paladin still reaches BAB +6/+1 gaining a second attack that a first-level paladin would not ordinarily have. Likewise, skill points don't change for level.

What would make this idea workable is rather than revising the level progression system to allow cheaper multiclassing, how about using the existing Prestige Class system? Create special retraining prestige classes that would allow a fighter to retrain to magus and a magus to retrain to wizard.

For example, a fifth-level fighter has BAB +5, fort +4, ref +1, will +1, martial weapon proficiency, heavy armor proficiency, bravery, armor training 1, weapon training 1, three bonus combat feats, and five levels of d10 hit dice (31 hp) on average). A magus gets BAB+5 at 7th level, where he also has fort +5, ref +2, will +5, martial weapon proficiency, medium armor proficiency, third-level magus spells, arcane pool, spell combat, spellstrike, spell recall, two magus arcana, one bonus feat, a knowledge pool, and seven levels of d8 hit dice (35 hp).

Imagine a Magus Retraining prestige class with prerequisites BAB +5, martial weapon proficiency, medium armor proficiency, and no arcane spellcasting abilities.
First level offers +0 to BAB, +1 to fort and ref, +2 to will, magus cantrips, four first-level magus spells per day, arcane pool, spell combat, 1d3 hit dice (2hp), and the character counts as a first-level magus for taking further magus levels.
Second level offers +0 to BAB, +2 to will, second- and third-level magus spells, spellstrike, spell recall, 1d3 hit dice (2hp), and the character counts as a seventh-level magus for taking further magus levels.
The fighter now would be much like a magus archetype, having gained heavy armor proficiency with arcane spell failure chance, two bonus combat feats instead of two magus arcana, and armor training and weapon training instead of a knowledge pool.

A Wizard Retraining prestige class for a magus would be more difficult to design, since it needs to convert magus spellcasting to wizard spellcasting.

This is not a good solution to the caster/martial disparity, but it would keep some players happier because their characters could retrain to caster when the disparity cramps their character too much.


Rhedyn wrote:

Some possible solutions

1. Unchained action economy
2. Unchained automatic bonus progression

Just these two have actually gone a long way for me. At least, as far as combat goes. The martials get more freedom, and the casters barely even notice their "nerfs" in the UAE. The Big 6 have always been a pet peeve of mine, so I absolutely adore the #2 (except the attunements).

However there's still plenty going on outside of combat as for the disparity. But that's where our table doesn't really mind it much. Especially for plot-advancing abilities like Teleportation.

Some shenanigans I've never been fond of however include things like Simulacrum. Pretty much ever since that spell was ever thought of, that spell itself has been a shenanigan. Great "bad guy" spell, but rather absurd. A rather long list can be made of other offenders. You know. Those ones that you look at and say "No. Just....no." To me, that's where the disparity is.


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I read toppling spell when one of my players picked the feat.
My first thought was "well, now they don't need trip focused martials anymore..."

I think any spell that replicates something a non-caster usually does should still have to use the same stats that the other class would have to use. Most of the caster solutions substitute CL or prime casting stat in place of BAB or STR/DEX to accomplish things.
It takes nothing for a player to make a trip focused caster, other than to take this one metamagic feat, then that seems a bit out of whack, when it takes feats, appropriate ability scores, and sometimes class abilities to get the same level of competence for a non-caster, at the cost of other combat options.

I may rule that when spells do this, they have to use their actual CMB/CMD, not a modified one.

Exceptions for spells like Transformation obviously.


Rhedyn wrote:

Some possible solutions

...
6. No such thing as flat-footed (dex denied) or touch AC. Whenever a foe would be considered dex-denied instead just add +5 to the attack roll.
7. 3/4th BAB is the minimum
...
There that would go a long way to bring C/M closer to where I want it.

Could you explain how these two help? The first seems like a serious detriment to rogues while with the second I don't know what you intended.


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M1k31 wrote:
Rhedyn wrote:

Some possible solutions

...
6. No such thing as flat-footed (dex denied) or touch AC. Whenever a foe would be considered dex-denied instead just add +5 to the attack roll.
7. 3/4th BAB is the minimum
...
There that would go a long way to bring C/M closer to where I want it.
Could you explain how these two help? The first seems like a serious detriment to rogues while with the second I don't know what you intended.

Both of these actually just seem like buffs to casters, actually... 3/4 BAB Wizards will serve only to bring back the polymorphed terrors of yesteryear. Suddenly the best martial is a Brown Fur Transmuter Arcanist.


M1k31 wrote:
Rhedyn wrote:

Some possible solutions

...
6. No such thing as flat-footed (dex denied) or touch AC. Whenever a foe would be considered dex-denied instead just add +5 to the attack roll.
7. 3/4th BAB is the minimum
...
There that would go a long way to bring C/M closer to where I want it.
Could you explain how these two help? The first seems like a serious detriment to rogues while with the second I don't know what you intended.

Martials have higher AC than casters but that AC is irrelevant if casters only target touch AC. Casters then receive a buff to compensate. 3/4 bab + main stat is equivalent to crb rogue garbage tier to-hit. It's enough so their attack roll spells aren't worthless, but still leaves them worse in melee than an eldritch Knight.

Not all foes have 20 or more Dex. It ends up being a buff for the rogue.


You're right that changing the way flat-footed works helps Rogues since monsters that rely on dexterity more than natural armor are pretty rare, but I don't think you understand what giving arcane casters 3/4 BAB would do. The Rogue has garbage to-hit because she has nothing to boost her attack past that mediocre BAB; the wizard, on the other hand, is capable of polymorphing for huge main-stat gains. All you did was make it so that the same problem we already have with clerics (being a perfectly acceptable martial if she wants to be, robbing the Fighter of that niche) now applies to wizards.

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It would probably be better to just cut the armor or nat armor bonus in half, rather then doing away with it, for touch attacks. Arachno is right...giving full BAB to wiz/sorcs is once again grinding down on the role of pure martials. Do you give your fighters 1/2 wizard spellcasting, now?

I can see the +5 for the rogue. It'll be a net buff until higher levels.

==Aelryinth


Arachnofiend wrote:
You're right that changing the way flat-footed works helps Rogues since monsters that rely on dexterity more than natural armor are pretty rare, but I don't think you understand what giving arcane casters 3/4 BAB would do. The Rogue has garbage to-hit because she has nothing to boost her attack past that mediocre BAB; the wizard, on the other hand, is capable of polymorphing for huge main-stat gains. All you did was make it so that the same problem we already have with clerics (being a perfectly acceptable martial if she wants to be, robbing the Fighter of that niche) now applies to wizards.

Crb rogue to-hit is still bad even with caster buffs.

I think the fighter ends up better off on that trade. Sure a wizard could pull off some decent melee, but the fighter's main advantage of AC still matters. It's not like it's impossible for wizards to out melee fighters right now. Magic jar a nice body then polymorph = better to-hit and damage than the fighter.

Magic is all sorts of busted, but punishing the fighter for it seems wrong.


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3/4 bab wizard would be sick, you could be a battle wizard like a battle cleric lol


Rhedyn wrote:
Arachnofiend wrote:
You're right that changing the way flat-footed works helps Rogues since monsters that rely on dexterity more than natural armor are pretty rare, but I don't think you understand what giving arcane casters 3/4 BAB would do. The Rogue has garbage to-hit because she has nothing to boost her attack past that mediocre BAB; the wizard, on the other hand, is capable of polymorphing for huge main-stat gains. All you did was make it so that the same problem we already have with clerics (being a perfectly acceptable martial if she wants to be, robbing the Fighter of that niche) now applies to wizards.

Crb rogue to-hit is still bad even with caster buffs.

I think the fighter ends up better off on that trade. Sure a wizard could pull off some decent melee, but the fighter's main advantage of AC still matters. It's not like it's impossible for wizards to out melee fighters right now. Magic jar a nice body then polymorph = better to-hit and damage than the fighter.

Magic is all sorts of busted, but punishing the fighter for it seems wrong.

The note about magic jar sent me digging through the CRB and bestiary and just made me wonder - is this really happening "a lot" in actual game play. Once in a while is one thing, my point has been GMs should set conditions for everyone to shine and the rules already give a lot of leeway to GMs to control this. Once in a while setting up a combat that allows a caster to just dominate the action by doing this would be cool for that player. But are situations like this happening consistently at gaming tables and that's one of the things driving this martial vs caster disparity discussion (at least regarding during combat)?

Will saves for 7-9 CR mobs can run from to 5 Dracolisk to 12 Vampire and a 5th level Magic Jar spell probably looking at save DC of 19 to 22? So 50% chance the vampire fails but also, its a standard action to cast Magic Jar, its then a full round action to try the possession. Given there are a lot of intelligent monsters as you get to these level of CRs, and they still get a save, and if they fail and there are more than 1 of them they're smart and would either attack/kill the possessed monster, or move/teleport/destroy the casters body - which as I'm reading the spell description results in the caster's death when the spell ends. Is it really happening so often that martials aren't getting their share of the glory?

I'm ok with any class having their moment, if this works once in a while and the caster shines great. I'm not seeing how a player could consistently wreck the game with this method. I realize this is just one of the spells that can be a problem, but is it possible that GMs aren't using all the tools and enforcing all the technicalities of some of the problem spells (even making the components rare - like why would there be more than 1 $25k diamond available even in the largest of towns, or how long does it take to grind diamond dust.

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GM 1990 wrote:
Rhedyn wrote:
Arachnofiend wrote:
You're right that changing the way flat-footed works helps Rogues since monsters that rely on dexterity more than natural armor are pretty rare, but I don't think you understand what giving arcane casters 3/4 BAB would do. The Rogue has garbage to-hit because she has nothing to boost her attack past that mediocre BAB; the wizard, on the other hand, is capable of polymorphing for huge main-stat gains. All you did was make it so that the same problem we already have with clerics (being a perfectly acceptable martial if she wants to be, robbing the Fighter of that niche) now applies to wizards.

Crb rogue to-hit is still bad even with caster buffs.

I think the fighter ends up better off on that trade. Sure a wizard could pull off some decent melee, but the fighter's main advantage of AC still matters. It's not like it's impossible for wizards to out melee fighters right now. Magic jar a nice body then polymorph = better to-hit and damage than the fighter.

Magic is all sorts of busted, but punishing the fighter for it seems wrong.

The note about magic jar sent me digging through the CRB and bestiary and just made me wonder - is this really happening "a lot" in actual game play. Once in a while is one thing, my point has been GMs should set conditions for everyone to shine and the rules already give a lot of leeway to GMs to control this. Once in a while setting up a combat that allows a caster to just dominate the action by doing this would be cool for that player. But are situations like this happening consistently at gaming tables and that's one of the things driving this martial vs caster disparity discussion (at least regarding during combat)?

Will saves for 7-9 CR mobs can run from to 5 Dracolisk to 12 Vampire and a 5th level Magic Jar spell probably looking at save DC of 19 to 22? So 50% chance the vampire fails but also, its a standard action to cast Magic Jar, its then a full round action to try the possession. Given there are...

You don't magic jar as a combat action. You do it hours, days, weeks ahead of time, keeping your body nice and safe while wearing around a tougher spare.

Giving mages more hand to hand combat ability when they can take a monstrous form stronger then the party fighter and then BUFF it up ahead of time is completely unnecessary.

Keep in mind that in 1E, wizards had 1/3 BAB, and were not considered WEAK. They were designed not to get into hand to hand combat unless they were a little crazy (i.e. using Tenser's Transformation)

==Aelryinth


Rhedyn wrote:
Arachnofiend wrote:
You're right that changing the way flat-footed works helps Rogues since monsters that rely on dexterity more than natural armor are pretty rare, but I don't think you understand what giving arcane casters 3/4 BAB would do. The Rogue has garbage to-hit because she has nothing to boost her attack past that mediocre BAB; the wizard, on the other hand, is capable of polymorphing for huge main-stat gains. All you did was make it so that the same problem we already have with clerics (being a perfectly acceptable martial if she wants to be, robbing the Fighter of that niche) now applies to wizards.

Crb rogue to-hit is still bad even with caster buffs.

I think the fighter ends up better off on that trade. Sure a wizard could pull off some decent melee, but the fighter's main advantage of AC still matters. It's not like it's impossible for wizards to out melee fighters right now. Magic jar a nice body then polymorph = better to-hit and damage than the fighter.

Magic is all sorts of busted, but punishing the fighter for it seems wrong.

...Have you never played with a battle cleric in your party before? Because that's literally all I'm saying. A 3/4 BAB Wizard would have the martial ability of a 3/4 BAB Cleric.


Aelryinth wrote:
GM 1990 wrote:
Rhedyn wrote:
Arachnofiend wrote:
You're right that changing the way flat-footed works helps Rogues since monsters that rely on dexterity more than natural armor are pretty rare, but I don't think you understand what giving arcane casters 3/4 BAB would do. The Rogue has garbage to-hit because she has nothing to boost her attack past that mediocre BAB; the wizard, on the other hand, is capable of polymorphing for huge main-stat gains. All you did was make it so that the same problem we already have with clerics (being a perfectly acceptable martial if she wants to be, robbing the Fighter of that niche) now applies to wizards.

Crb rogue to-hit is still bad even with caster buffs.

I think the fighter ends up better off on that trade. Sure a wizard could pull off some decent melee, but the fighter's main advantage of AC still matters. It's not like it's impossible for wizards to out melee fighters right now. Magic jar a nice body then polymorph = better to-hit and damage than the fighter.

Magic is all sorts of busted, but punishing the fighter for it seems wrong.

The note about magic jar sent me digging through the CRB and bestiary and just made me wonder - is this really happening "a lot" in actual game play. Once in a while is one thing, my point has been GMs should set conditions for everyone to shine and the rules already give a lot of leeway to GMs to control this. Once in a while setting up a combat that allows a caster to just dominate the action by doing this would be cool for that player. But are situations like this happening consistently at gaming tables and that's one of the things driving this martial vs caster disparity discussion (at least regarding during combat)?

Will saves for 7-9 CR mobs can run from to 5 Dracolisk to 12 Vampire and a 5th level Magic Jar spell probably looking at save DC of 19 to 22? So 50% chance the vampire fails but also, its a standard action to cast Magic Jar, its then a full round action to try the

...

That sounds like how you'd want to do it. Prep ahead. But how's a caster doing it that far out within the spell parameters? 1/hr per level duration, and 100ft +10/level range?

Unless I'm reading it wrong - If the host is slain you move back to the jar (has to be in range or you die), if the spell ends while you're in the jar or host you return to your body (has to be in range or you die). So your "dead to all appearances" body, the gem, and the host all have to stay w/in a couple hundred feet of each other during the duration or you are at high risk of death. So if some AOE spell, or a sunder, or teleport moves any one of the 3 items out of range - you're probably going to die.

Not intending to turn this into a mud chucking, really just trying to work through specifics of how this is being done at gaming tables to see how it could be handled w/in the existing mechanics and to understand how its being done so NPC/casting monsters could be doing it to the party. That kind of encounter accomplishes 2 things, first players often dig much deeper in the rules when somethings happening to them, if the spell isn't being used right they'll point it out. Second...how do they handle it, that then can be a good template for how the next group of NPCs or monsters handle the caster. - IE do they teleport, disintegrate, or otherwise "kill" the casters body. Do they claim the casters body which was held in a bag of holding should have suffocated, do they sunder the gem, etc.

As a side note, magic jar is Necromancy school, good characters in the party, societies, and deities may have some concerns about frivolous use of this kind of possession as well. By 9th level a group is probably starting to make a name for itself - if you're known as "that necromancer who walks around in the fire-giant's body or possesses the toughest thing in sight" there could be enough in game consequences to keep a player from making this their go to play before it gets them killed. Or let them do it, have any intelligent monster blast the host body first, and then go after the wizard body next since they're the biggest threat. If the host body is tougher and more dangerous than the group's martials, that is who any intelligent NPC or monster would focus their firepower first.


Arachnofiend wrote:
Rhedyn wrote:
Arachnofiend wrote:
You're right that changing the way flat-footed works helps Rogues since monsters that rely on dexterity more than natural armor are pretty rare, but I don't think you understand what giving arcane casters 3/4 BAB would do. The Rogue has garbage to-hit because she has nothing to boost her attack past that mediocre BAB; the wizard, on the other hand, is capable of polymorphing for huge main-stat gains. All you did was make it so that the same problem we already have with clerics (being a perfectly acceptable martial if she wants to be, robbing the Fighter of that niche) now applies to wizards.

Crb rogue to-hit is still bad even with caster buffs.

I think the fighter ends up better off on that trade. Sure a wizard could pull off some decent melee, but the fighter's main advantage of AC still matters. It's not like it's impossible for wizards to out melee fighters right now. Magic jar a nice body then polymorph = better to-hit and damage than the fighter.

Magic is all sorts of busted, but punishing the fighter for it seems wrong.

...Have you never played with a battle cleric in your party before? Because that's literally all I'm saying. A 3/4 BAB Wizard would have the martial ability of a 3/4 BAB Cleric.

I have. But neither of them get auto-hit rays anymore. When the Fighter goes up against the bestiary, he or she will do better.

EDIT: IMO Martial vs Bestiary > Interparty balance
Not making a whole branch of spells useless > Interparty balance

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