How to build a character that makes nobody else have fun; or how I learned to not fear power creep


Advice

51 to 78 of 78 << first < prev | 1 | 2 | next > last >>
Silver Crusade

My understanding of the issue of something like a "hardmode" option is one of word count. It could be added, but it's likely over 50% of players won't see it, and the content that 100% of players see will be reduced.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
John Compton wrote:
Sadly, this is really true. I have received complaints in person, on the messageboards, and through product reviews that it is (to only lightly paraphrase) "cheating for NPCs to use the same tricks that PCs do." As a developer, I have to look at some encounters and say, "yes, this would be very effective, but it would also KO 1-2 characters per round. Is that going to be fun for the typical group?"

As a long-time GM, I feel that the opposition in AP's seems mostly to fight with nerf bats against the very real weapons the player characters wield.

Also, Pathfinder fights at high level last only 2-3 rounds, but the fight can take hours in real life. If during those fights the opposition cannot credibly challenge the player characters, I personally feel that everybodies time was wasted.

Hence, bring on the more effective opposition tactics. I think players would rise to the challenge.

Also, if a tactics block of an opponent at high levels reads more or less "Opponent X first casts buff X then spends the next round summoning Y", then you're doing it wrong. He'll be dead (or near dead) at the end of round two. This still happens far too often in AP's.

Shadow Lodge

2 people marked this as a favorite.
magnuskn wrote:
Hence, bring on the more effective opposition tactics. I think players would rise to the challenge.

My experience is the opposite, that they would just leave.


2 people marked this as a favorite.

A better title would be "How To Be That Guy that no one will play with."

Liberty's Edge

Well if you add the weakness: Pride (Ultimate Campaign)[in this case the penalties would likely go into effect if anyone else beats your initiative] you can also take the social trait in the same book, Friend in Every Town, making Diplomacy a class skill and gain a +1 Bonus to it as well.

Still not very broken as others have said first few combats are fine, but once your out of spells at level 1, you have to rely on your Str to do damage with your melee weapons and hope the monsters don't hit your AC which if you don't have Mage armor at level one (which would only last an hour) Still leaves you hoping the other characters get higher than the monsters Initiative since if they die, your wizard is the only one there, and Diplomacy cannot be used if the other party isn't willing to listen. :-)

and let's face it any GM worth there salt is going to roll for Random Encounters while resting, and if you don't get them eight hours do to a bad watch? Well as the bard said "It Happens" but it would cause the Wizard to lose out on gaining spells for the night. worst times is when it happens at the last hour.

Nothing wrong with going first, but make sure you have the ability to defend yourself when out of spells otherwise you quickly become the dreaded one trick pony and that one trick won't help against Golems with spell Immunity

Grand Lodge

2 people marked this as a favorite.

Pathfinder is a Game where many people get hurt feelings over nothing.

Things like:
-Choice of Vocabulary
-Following the Rules
-Building functional characters
-Breath wrong
-coughing too much
-Insert literally any reason you want

Will get you lots of hate from many of people.

Pathfinder and DnD is a Highly Social game played by the most unsocial group of people.

I have been the target of complaints many times for things as simple as:
I brought a Falchion user with power attack. OMG!! you critical sooo much...your taking all the fun out of the game for everyone. Cause everything dies so quickly to you.

Honestly just build what you want in the rule set and if a person has issue with your character and tries to claim you built too powerful within the rules. Go ahead point them to the Stormborn Fallacy.

If your built within the rules laid down at character creation....NO ONE has the right to Complain about your character. They could have built theirs better if they feel out spotlighted. They had the same creation rules you used. They are getting mad at you for their short comings as a player.

Grand Lodge

Night interruptions only add an hour to the rest period needed to regain spells. You just sleep in and prep spells as normal.


The Fourth Horseman wrote:
Scott Wilhelm wrote:

I found 2 ways to make the other players hate me.

1) Sundering build: You are destroying the treasure!

2) This is for PFS: get Scent, Blind Fighting, and carry an Eversmoking Bottle. You will make everybody Blind, including you, but you'll be mostly okay due to Scent and Blind Fighting. Since the PFS players don't know each other, they don't create characters for each other, and most players don't plan effectively for contingencies like what happens when your opponent is Invisible, or what happens when the lights go out and Darkvision won't work.

Scott, your #2 is a bit unfair and argued with bad evidence.

Bad evidence? Uh uh. I'm relating my experience. All this I did see with my own eyes. I feel like that is implicit.

Unfair? This is my perspective on my experience. It's unfair by definition.

The Fourth Horseman wrote:
You describe a mist/smoke situation, and then chide PFS players for not being prepared for invisible enemies or darkness (I agree however, that too often we let ourselves get caught with our pants down on these issues). While the overall effect is the same, the mundane and magical remedies for these problems are very separate. As examples: Daylight won't dispel smoke, neither will see invisibility.

True, but all of the above turns most of the PFS players into babes in the woods according to my experience of seeing it happen.

The Fourth Horseman wrote:
To my knowledge, there aren't a whole lot of ways to see through mist or smoke.

I can think of a few.

Scent and Blind Fight: Blind Fighting is just a Feat. There are a lot of ways to get Scent. My character was a Half Orc who took the Keen Scent Feat. But there are a variety of Lvl 2 spells that grant Scent. Alter Self Comes to mind. Most Animals a Druid might Wild Shape into have Scent.

Tremorsense and Blind Fight: Dwarves can get Tremorsense at the cost of 2 Feats

High Perception check and Blind Fight

Pierce the Darkness and Blind Fighting

Greater Blind Fight and Sniper's Eye

Pierce the Darkness and Sniper's Eye are Rogue Talents.

Echolocation: Lvl 4 Alchemist Extract, Blindsight 40'

The Exchange Owner - D20 Hobbies

1 person marked this as a favorite.
Thurston Hillman wrote:
I wonder how people would react if these types of characters started showing up as NPCs in future scenarios? :)

The absolute best 6 he session I ever had was while playing a 14th level Cleric with 5 levels of Master of Radiance and 4 levels Radiant Servant of Pelor/Srenrae using the beta Pathfinder rules playing a drow / vampire heavy high level module where the GM hyper optimized the NPC and monsters stats.

We ran into a 16th level Ultimate Magus sorcerer/wizard with a 13th blackguard 2hand vampiric weapon melee with two other 12th vampires. At 30 minutes into the night by the end of the first combat round my cleric was the only PC alive. The rest of the night was me with some suggestions from the dead PC's players, on how to solo the whole fight to the point that the UM boss ran out of spells to throw at me and got killed. Healing with free action channels while Sun Burst the vampires each round.

A single failed save on my Cleric would have been a TPK.
A single failed save on the UM would have been I stand death for the boss.

Epic.
Everyone still remembers that fight 8 years ago.
We still talk about how awesome.

If the GM hadn't hyper optimized the module, I'd have slaughtered them, they wouldn't have killed the PC's, and we wouldn't remember in 2 months.


Scott Wilhelm wrote:

I found 2 ways to make the other players hate me...

2) This is for PFS: get Scent, Blind Fighting, and carry an Eversmoking Bottle. You will make everybody Blind, including you, but you'll be mostly okay due to Scent and Blind Fighting...

I don't know that scent would work around an eversmoking bottle. Anyone who's ever sat by a campfire for more than ten minutes isn't going to be smelling much of anything other than the smoke.

Grand Lodge

Petrus222 wrote:
Scott Wilhelm wrote:

I found 2 ways to make the other players hate me...

2) This is for PFS: get Scent, Blind Fighting, and carry an Eversmoking Bottle. You will make everybody Blind, including you, but you'll be mostly okay due to Scent and Blind Fighting...

I don't know that scent would work around an eversmoking bottle. Anyone who's ever sat by a campfire for more than ten minutes isn't going to be smelling much of anything other than the smoke.

I much prefer playing the Bloodrager who is immune to Nauseated condition that gets a permanency Stink Cloud on an small item like wayfinder. THen takes Blind-fight and buys Fog Cutting Lenses.

As you move about you make things Nauseated and you have like a 25ft reach anyways to poke things from inside the safety of your cloud.

Have your friendly cleric cast Life bubble on your party and they can not worry about your cloud.

When not using the cloud store it in your haversack.


Communal delay poison would also work.

The Exchange Owner - D20 Hobbies

Everysmoking bottle, you also need to get a necklace of adaption unless you like making increasingly difficult fortitude saves for choking on the smoke.

Paizo Employee Pathfinder Society Lead Developer

3 people marked this as a favorite.
James Risner wrote:
Thurston Hillman wrote:
I wonder how people would react if these types of characters started showing up as NPCs in future scenarios? :)

[[Snipped story of an epic fight]]

If the GM hadn't hyper optimized the module, I'd have slaughtered them, they wouldn't have killed the PC's, and we wouldn't remember in 2 months.

From a developer's point of view, I have to consider how that might have gone for a group with no cleric or no other powerful anti-undead characters. It could easily result in the TPK you narrowly avoided, and rather than remember an epic battle for eight years, the players would carry with them the bitter taste of having faced an impossible challenge and failed.

That said, it sounds like a fun fight. I think it worked out especially well because you had a character nicely suited to battling the undead. Hitting that perfect balance of edge-of-the-seat challenge without denying the players their victory is a tough balance to strike. It sounds like it worked really well for your home game, where the GM was very familiar with the PCs' abilities. I'm skeptical about how well that same personalization could translate into the organized play format.


John Compton wrote:
Ragoz wrote:
John Compton wrote:
Sadly, this is really true. I have received complaints in person, on the messageboards, and through product reviews that it is (to only lightly paraphrase) "cheating for NPCs to use the same tricks that PCs do." As a developer, I have to look at some encounters and say, "yes, this would be very effective, but it would also KO 1-2 characters per round. Is that going to be fun for the typical group?"
Is there interest at all from Paizo's end for challenging material to be published? Sometimes I have ideas for high level quests (so the encounter wouldn't be in the standard scenario line) but I always end up scrapping it when I think to myself "they wouldn't want this". I know upfront that many people wouldn't enjoy such content but then there are others who would love the challenge.
There is an interest; however, I also recognize a scenario that challenges one group can absolutely crush another—often many others. The Hard Mode concept can take up some of that slack. Bonekeep also attempted to provide very challenging material to the player base with mixed results. Fact of the matter's that highly challenging material only appeals to a limited number of players, and pitching adventures that don't have broad appeal is tricky.

When I am the DM my aim is NOT to crush the players but to give them a challange. As the DM I can always wipe the party away by building encounters exploiting the PCs weaknesses/usual strategies but that's simply not my role.

That to say you should trust the DM to adjust things around the power level/abilities of the party. Sure, in PFS that could be hard but an experienced DM can always kill players if he wants to, even in PFS. Give the NPCs interesting tools and let the DMs decide how to use them, so an experienced party can have a challange and an inexperienced one can survive and get better at the game because the DM internally adjusts difficulty level.


John Compton wrote:
I'm skeptical about how well that same personalization could translate into the organized play format.

In my experience, players rarely complain when they win. When they lose, regardless of how fair the situation was or how obvious something was that they missed, they often complain.

Seems smarter to build to the more casual group to allow them to win without a high level of rules mastery needed.

The Exchange

Tormsskull wrote:
John Compton wrote:
I'm skeptical about how well that same personalization could translate into the organized play format.

In my experience, players rarely complain when they win. When they lose, regardless of how fair the situation was or how obvious something was that they missed, they often complain.

Seems smarter to build to the more casual group to allow them to win without a high level of rules mastery needed.

My heart....

Grand Lodge

1 person marked this as a favorite.
bdk86 wrote:

In my experience (Living Greyhawk-Bandit Kingdoms; Living Arcanis) where this was a thing, it leads to continued escalation between players/authors. You inevitably reach a point where people are terrified to play outside their trusted friends, certain builds are the only acceptable ones, and it's not that fun a time for everyone involved.

Hard encounters are fine, when they are at the appropriate difficulty level by level/APL. Tier 1-5 can be challenging without being completely unforgiving, whereas Tier 7-11 generally should be challenging with less margin for error. Making every fight an optimized meatgrinder is not fun, though, and inevitably deters new players from wanting to play at all.

I relatively recently moved to a new area (which as I have come to learn was Bandit Kingdoms Territory) and I've seen the legacy of this living on in Pathfinder. And not in a good way.

I was GMing a scenario that I considered fairly challenging. Not unfair levels of hard in my mind. And the players absolutely destroyed it. Their builds had nothing extraneous. Nothing but "kill it as quickly as possible." When I said something about the power level of the table the response was "this was the Bandit Kingdoms. If you didn't play like that you died."

We were talking about our characters and I mentioned the one "power" character I have is a Wheeling Charge Wayang Cavalier that I never play because the entire combat is "I charge it and it dies." "Oh yeah," replies one player. "I have one of those too but I never play it because it's my weakest character." "Doesn't killing everything so fast and without variation get boring?" "No, this was the Bandit Kingdoms and that's how we all played."

I've seen some GMs use absolutely lethal tactics. Nothing illegal but always the deadliest option. If given the choice between a squishy PC who poses absolutely no threat and a tough PC who could take out the NPCs, kill the squishy first. Why? Because "There are more encounters later and that's how we did it in the Bandit Kingdoms."

This season the tables have turned on the former Bandit Kingdomers and the newer players have a chance to shine. Because 7-int non-human pure combat characters are not able to make the skill checks that show up so often in season 7. I don't consider this a good situation - a lot of the Bandit Kingdomers are only showing up to play if they are sure the scenario has a lot of combat (so their characters will "matter"). But maybe some good will come of it and they will build more balanced characters.

So yeah, once you get into that "all combats must be brutally hard" mindset it's just a little step before you lose the ability to role-play and to build balanced characters. There's really two groups of people. Those still stuck in the Bandit Kingdoms days of be the "right" build or die and the (fortunately larger) group of people who play Pathfinder.


Petrus222 wrote:
Scott Wilhelm wrote:

I found 2 ways to make the other players hate me...

2) This is for PFS: get Scent, Blind Fighting, and carry an Eversmoking Bottle. You will make everybody Blind, including you, but you'll be mostly okay due to Scent and Blind Fighting...

I don't know that scent would work around an eversmoking bottle. Anyone who's ever sat by a campfire for more than ten minutes isn't going to be smelling much of anything other than the smoke.
James Risner wrote:
Everysmoking bottle, you also need to get a necklace of adaption unless you like making increasingly difficult fortitude saves for choking on the smoke.

A Necklace of Adaptation is almost always a good investment.

But,

Is there anything in the rules that says that Eversmoking Bottles create any kind of sickening or nauseating effects? Magic Items generally only do what they say they do. If you wouldn't let my Arcane Trickster cast Illusion of Calm and make Ranged Sneak Attacks without breaking Stealth, then you shouldn't have an Eversmoking Bottle cause the Sickened Condition in the user unless you can actually find a rule that says that.

Fruian Thistlefoot wrote:
I much prefer playing the Bloodrager who is immune to Nauseated condition that gets a permanency Stink Cloud on an small item like wayfinder. THen takes Blind-fight and buys Fog Cutting Lenses.

My character was never immune to the Nauseated Condition, but multiclassing Fighter, Monk, and Cavalier, her Fort Save was so high, she effectively was, and I would make a point, when I sat down at the PFS Table, of telling the party Wizards to go ahead and cast Stinking Cloud and Web (She was a Grappler.) all they wanted and never worry about catching me in them.

Btw, another good option for that would be a Plague Doctor Mask. And carry some Antitoxin.


Scott Wilhelm wrote:
Is there anything in the rules that says that Eversmoking Bottles create any kind of sickening or nauseating effects? Magic Items generally only do what they say they do. If you wouldn't let my Arcane Trickster cast Illusion of Calm and make Ranged Sneak Attacks without breaking Stealth, then you shouldn't have an Eversmoking Bottle cause the Sickened Condition in the user unless you can actually find a rule that says that.

The bottle creates large quantities of smoke. Smoke is a hazard in the rules which forces a fort save or you do NOTHING that round.

This tactic is better used by Waves or Fire Oracles with the relevant revelation using Obscuring Mist.


Nothing says the smoke from eversmoking bottles is the same as the smoke from fire. You can try to say it is, but that is a houserule. Not all smoke is the same.

So if you try to add that to an eversmoking bottle whose purpose is not to be weaponized then you are houseruling. The magic items only do what they say they do.

The Exchange Owner - D20 Hobbies

1 person marked this as a favorite.
Scott Wilhelm wrote:
Is there anything in the rules that says that Eversmoking Bottles create any kind of sickening or nauseating effects?

Eversmoking bottle creates smoke.

Smoke creates a choking effect that requires a fortitude save.

wraithstrike wrote:
So if you try to add that to an eversmoking bottle whose purpose is not to be weaponized then you are houseruling.

We both think the other is house ruling. So call it table variance until a FAQ answers the question, neither of us has the right to say the other is wrong.

Liberty's Edge

TriOmegaZero wrote:
Night interruptions only add an hour to the rest period needed to regain spells. You just sleep in and prep spells as normal.

yup. But it does prevent one from having there spells during that random encounter


Michael Talley 759 wrote:
TriOmegaZero wrote:
Night interruptions only add an hour to the rest period needed to regain spells. You just sleep in and prep spells as normal.
yup. But it does prevent one from having there spells during that random encounter

They still have spells/slots from the previous day, if any.


James, if you make that ruling, the next time I encounter a Spectre at your table, I will cast Mage Armor on myself and Grapple it!

wraithstrike wrote:
Nothing says the smoke from eversmoking bottles is the same as the smoke from fire.

On the contrary, the Eversmoking Bottle lists properties that makes it clearly different from natural Smoke

Eversmoking Bottle wrote:
totally obscuring vision

Natural Smoke doesn't totally obscure vision.

Smoke wrote:
Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

The 2 smokes are clearly different and are described by different rules. Ever-smoke is described under the rules of the Eversmoking Bottle and not, apparently, in the Smoke-Environment section of the Core Rulebook.

The Eversmoking Bottle's dweomer derives from the Pyrotechnics Spell.

Pyrotechnics wrote:
lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

Which also has different properties from natural Smoke. Natural Smoke doesn't cause Ability Damage. Natural Smoke effects don't particularly persist after you leave the area.

So, both the EsB and the Spell it derives from are clearly different from natural smoke.

But even if you're right,

As I said earlier, my character has such a high Fort Save, that she is effectively immune to Smoke. The fact that the Ever-smoke is debilitating and damaging in addition to being Blinding makes it even more powerful and more effective for my character to use!

But remember my thesis

Is not so much that EsB + Scent + Blind Fighting is a devastatingly awesome tactic, nor that it has no drawbacks. On the contrary, it has the drawback that everyone in the party will hate you. I say because they'll be Blinded. You say because they will be choking and taking damage. You are only strengthening my point!

James Risner wrote:
We both think the other is house ruling. So call it table variance until a FAQ answers the question, neither of us has the right to say the other is wrong.

And add to that my tactic causes rules arguments! I totally win at making people hate me!


John Compton wrote:

[

From a developer's point of view, I have to consider how that might have gone for a group with no cleric or no other powerful anti-undead characters. It could easily result in the TPK you narrowly avoided, and rather than remember an epic battle for eight years, the players would carry with them the bitter taste of having faced an impossible challenge and failed.

That said, it sounds like a fun fight. I think it worked out especially well because you had a character nicely suited to battling the undead. Hitting that perfect balance of edge-of-the-seat challenge without denying the players their victory is a tough balance to strike. It sounds like it worked really well for your home game, where the GM was very familiar with the PCs' abilities. I'm skeptical about how well that same personalization could translate into the organized play format.

I don't think anyone could ever write an encounter that challenges every group. I think the GM has to constantly tweak modules for the group involved. The group I am gming now has a paladin and a cleric in a Frog God Game campaign were almost everything is evil and undead are pretty common. Recognizing this they have steered their characters toward dealing with undead and have become especially adept at mowing through them. Occasionally I alter an encounter replacing the evil undead with some kind of neutral but very hungry substitute to create a challenge for the group as it exists. I don't ever participate in PFS so tweaking on the fly is just part of running the game.

Grand Lodge

_Ozy_ wrote:
Michael Talley 759 wrote:
TriOmegaZero wrote:
Night interruptions only add an hour to the rest period needed to regain spells. You just sleep in and prep spells as normal.
yup. But it does prevent one from having there spells during that random encounter
They still have spells/slots from the previous day, if any.

Plus any consumables they have crafted, such as scrolls.

The Exchange Owner - D20 Hobbies

1 person marked this as a favorite.
Scott Wilhelm wrote:
James, if you make that ruling, the next time I encounter a Spectre at your table, I will cast Mage Armor on myself and Grapple it!

I'd let you, but you'd take the -4 for no hands free since you are literally grappling them by moving your armor around with you inside.

51 to 78 of 78 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / How to build a character that makes nobody else have fun; or how I learned to not fear power creep All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice