hiiamtom |
ACG brought arcanist which immediately got nerfed and is still one of the strongest classes in the game along side Swashbuckler which is one of the weakest. Even the Dex to damage swashbuckler feat didn't have rapiers as a weapon choice, oh - and they gave Divine Grace as a feat. There are a lot of cool things in the book, but balance it did not have in the least.
The sudden and extensive errata proved that.
Milo v3 |
2 people marked this as a favorite. |
Arcanist is literally "What if we put sorcerer and wizard together"... and you expect it to Not be one of the strongest classes in the game?
And to be honest, I'd say it's probably weaker than cleric/druid/wizard, definitely stronger than sorcerer but whatever.
Regardless, ACG wasn't bad because of balance. It was bad because of the editing issues that existed on nearly every page of the book.
HeHateMe |
I think Arcanist is very strong because it's a blend of two of the most broken classes in the game. Swashbuckler otoh is a blend of two weak classes. Personally I find the core book much more imbalanced than the ACG. The core book had Clerics, Wizards, Sorcerers, and Paladins, all horrendously broken, along with Rogue, Fighter, and Monk, all absolutely pitiful.
Ravingdork |
You get all the spells like a wizard, can cast them like a sorcerer, and can switch out one blade of your galaxy-sized utility knife for another as a full-round action.
Who needs Schrodinger's wizard when you can play an arcanist and always be ready for everything?
Milo v3 |
You get all the spells like a wizard, can cast them like a sorcerer, and can switch out one blade of your galaxy-sized utility knife for another as a full-round action.
Who needs Schrodinger's wizard when you can play an arcanist and always be ready for everything?
How do they swap out spells as a full action? As far as I can tell, they can only swap out their spells as fast as a CRB wizard, and non-CRB wizards can use arcane discoveries to prepare spells in open-spell slots a minute.
Snowblind |
Ravingdork wrote:How do they swap out spells as a full action? As far as I can tell, they can only swap out their spells as fast as a CRB wizard, and non-CRB wizards can use arcane discoveries to prepare spells in open-spell slots a minute.You get all the spells like a wizard, can cast them like a sorcerer, and can switch out one blade of your galaxy-sized utility knife for another as a full-round action.
Who needs Schrodinger's wizard when you can play an arcanist and always be ready for everything?
It costs them an exploit and an arcane point to do so.
Milo v3 |
It costs them an exploit and an arcane point to do so.
*Shrug* wizard's still get the ability to cast any bard/cleric/druid spell.
thejeff |
Snowblind wrote:It costs them an exploit and an arcane point to do so.*Shrug* wizard's still get the ability to cast any bard/cleric/druid spell.
I really shouldn't ask?
Milo v3 |
I really shouldn't ask?
Spell Sage Wizard (admittedly it is from ACG), it costs extra spell slots and takes longer to cast but it let my wizard cast so many more spells. Very useful since he was a magic item crafter so I didn't really end up having to deal with +5 on the check to make the items since I could cast from nearly all but psychic spell lists.
hiiamtom |
admittedly it is from ACG
I think that you may be hurting your point :p
Originally dumping CHA and fueling their arcane reservoir for dirt cheap combined with completely customize metamagic, getting wizard or sorcerer abilities, and shutting down other spell casters. The unlimited arcane reservoir was an obvious issue.
I think Arcanist is very strong because it's a blend of two of the most broken classes in the game. Swashbuckler otoh is a blend of two weak classes. Personally I find the core book much more imbalanced than the ACG. The core book had Clerics, Wizards, Sorcerers, and Paladins, all horrendously broken, along with Rogue, Fighter, and Monk, all absolutely pitiful.
I brought up ACG showing how the trend never stopped over time. ACG was so unbalanced and had such a strong corrective action that it shows that balance continues to be an issue.
Even now, Arcanists are getting extremely strong archetypes and (of course) interesting and powerful spells are being printed. Meanwhile systems for improving fighters or rogues get no additional support and frequently just has a new optional mechanic laid on top instead of building on what was already done.
My entire point is that is a persistent problem from 3.5 that has not changed in Pathfinder. From core to present day there was no corrections made in the name of "balance", though rule systems feel more modular and offer decent streamlined options.
But if anything Pathfinder has worse balance than 3.5, and the disparity between the weakest classes and strongest classes is probably greater at this point because multiclassing is so discouraged.
Starbuck_II |
My entire point is that is a persistent problem from 3.5 that has not changed in Pathfinder. From core to present day there was no corrections made in the name of "balance", though rule systems feel more modular and offer decent streamlined options.
But if anything Pathfinder has worse balance than 3.5, and the disparity between the weakest classes and strongest classes is probably greater at this point because multiclassing is so discouraged.
Not exactly, 3.5 Core casters were the issues. Later books buffed them up.
There were few non-Core casters that were better (well Archivist was pretty good Divine one).In Pathfinder, we have better Non-Core casters like Arcanist. While this isn't a better situation, it is a different one.
hiiamtom |
I meant core only in my last line, but wasn't very clear. The 3.5 druid was insanely powerful, but the only Pathfinder nerf was forcing a spellcasting or combat focus (even giving a domain option over an animal companion). But then you look at the Pathfinder wizard which was given buffs across the board compared to the 3.5 wizard. Sorcerers got major buffs, bards got major buffs, clerics were a wash, barbarians become very potent outside core, paladins & rangers were very nice to play since core, but fighter rogue and monk were left about the same level in core as 3.5. Their class features improved some things, but the effective exploits in 3.5 were often completely removed (for rogues anyways) and most of the added in features were based on combat and damage.
On top of that, nothing majorly shook up the disparities in and out of combat of magic at high levels. The focus was always on streamlining and keeping single-class builds interesting and not on balance.
Maybe it's more clear to say that arcane classes got a massive boost in power in core Pathfinder, the druid is the only high-power nerf and wasn't that bad, and fighter/rogue/monk were always struggling past a lower level.
Knight Magenta |
4 people marked this as a favorite. |
My problem with bloat, such as it is, is that new feats don't seem to realize that feat slots are limited. Basically, an author thinks of a cool thing, and the immediate response is "lets make a feat for that." However, no character has enough feats to take all these things, so you end up either ignoring the random cool options or making sub-optimal choices.
Consider Two-Weapon Feint from Ultimate combat. It requires that you get Two-weapon Fighting and Improved Feint and then take this feat to combine them. But both of those feats normally have anti-synergy since giving up a move action to feint prevents you from full-attacking. Really, two-weapon feint should have just been an option you get when you have both of its prerequisites.
So here is a feat that looks like it gives you a new option, but it actually requires you spend twice as many feats and does not come online until level 12 or so.
Personally, my favorite feat-based innovation was the style feat chains. Those do everything feats should. They give you new combat options that you actually want to build around.
Stefan Hill |
I agree. I also find that I have players always thinking ahead to 'end game' when their build finally comes together. Almost like the adventuring bit in the middle is the boring part. Then in some case once the build is finally complete we sort of re-roll and start another adventure. So in many case they only get a short period of time with the full build itself. Cool stuff should happen 'as you level' not just once your level allows 'the build' to be completed.
S.
thejeff |
1 person marked this as a favorite. |
I agree. I also find that I have players always thinking ahead to 'end game' when their build finally comes together. Almost like the adventuring bit in the middle is the boring part. Then in some case once the build is finally complete we sort of re-roll and start another adventure. So in many case they only get a short period of time with the full build itself. Cool stuff should happen 'as you level' not just once your level allows 'the build' to be completed.
S.
I've described PF before, half seriously, as "a character building game with an annoying interactive part bolted on."
Redbeard the Scruffy |
2 people marked this as a favorite. |
If the feats and stuff didn't have prerequisites you had to plan in advance to get when you want them instead of so many levels down the road, this wouldn't be a problem. I don't want to plan in advance, but I want to play a sneaky rogue mage, and arcane trickster requires so much to get into, and say I want a feat with like four feats as a prerequisite? "Organic" in that instance might as well mean "skip doing what you want."
mourge40k |
My players are a mixed bag. Some plan things in advance, some don't. The ones who plan things in advance do so because they know they'll forget what they actually want in between sessions, so they have to write themselves reminders so they can streamline the process for themselves. Those who don't plan things in advance generally have a good bit of system mastery, so know which options are traps.
As for the actual bloat itself... That's why I look at the forums. They help a lot in going through things.
Milo v3 |
Explain to me why that is fortunate and the opposite unfortune, as opposed to simply an event that is neither good nor bad.
It's fortunate because we do not get to play immensely often and if it takes too long for a concept to start then a player would end up rather disappointed for a long duration, also it increases the speed players can get back into the game when their characters die because they do not spend very long making a replacement since they make it to the level they will appear at rather than a build in development.
Kalindlara Contributor |
GM_Beernorg |
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I dare say it all comes down to what your style of character design is, and where you want to go with it. I don't lock myself into a "build" but as thejeff denotes, sometimes it pays to know what you need ahead of time. I am more of a theme guy then a min/max sort of guy, I decide what I am trying to accomplish with the character, then find stuff that fills the need. ::gasp:: sometimes I even change my mind ;)
+1 to Kalindlara, wise words.
Knight Magenta |
I like Kirth's solution where he gives feats synergy abilities that activate when you have certain other feats. I made similar scaling feats that should slot into pathfinder and give feat-users more versatility. If anyone is interested, it is here: https://docs.google.com/document/d/11n73SQEMHsm4BwfPRPB16htX7pz9sxClVVaoo8o 1lIk/edit?usp=sharing
thejeff |
I do my design BETWEEN sessions. It would be inconsiderate otherwise.
I also consider people who have an entire week that they KNOW they leveled up who wait until game session to do so to be absolute s#!+heads, so my opinion is skewed.
That much I agree with, but it doesn't require levels planned out months in advance.
Also, the words "backup character" are mandatory vocabulary for my players when I'm GM, so "getting back into the game" after they die isn't an issue.
OTOH, I've never had a "backup character". Much less kept one up to date as if I was playing him so he'd be ready to go at a moment's notice.
It usually takes a session or so to find a way to work a new PC in anyway, so it's not a big deal for us. We also have a pretty low death rate, so it doesn't come up often.I suppose if PCs were dying every session or two, it would be worth it.
Redbeard the Scruffy |
It happened a lot when I was playing Skull and Shackles.
I went through five characters through that game
Kingmaker, conversely, had almost no death rate, though we only made it to book three.
As I said, I play a lot of SW, and that system has wound spirals, exploding dice, and even low level mooks can luck out and murderate a legendary with enough dice explosions. Consequently, in those games, death rate is higher. (Not on PbP oddly, but in person, at least one player every two sessions drops. Part of it is that group plays it like it's Pathfinder and thinks superior stats matter more than tactics, positioning, and superior numbers; they don't.)
Milo v3 |
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Pathfinder balance is so incredibly bad compared to anything I've played, its so weird to see people defend it
Simple, balance does not correlate to fun. It can affect fun in various factors, but there is no direct correlation.
Also, it fits in this weird area of letting me make whatever setting I want while still being specific and restrictive enough with their mechanics that I get sooo much inspiration for plots, settings and concepts that I don't get in many other systems.