Pseudostatistical analysis of martial-caster disparity


Pathfinder First Edition General Discussion

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The rogue and monk were in my campaign I believe and I was questioned about how I adjudicated diving into water and avoiding damage. It was claimed I was home brewing when in fact it was prd and rules were not broken.

My point is rogues and monks can do awesome things.


The Sword wrote:

The rogue and monk were in my campaign I believe and I was questioned about how I adjudicated diving into water and avoiding damage. It was claimed I was home brewing when in fact it was prd and rules were not broken.

My point is rogues and monks can do awesome things.

Except he wasn't referencing you in particular. Otherwise he would have named you specifically or quoted your story.

And I thought I was bad at reading people.


It may be someone else, but this was only two days ago and a lengthy conversation with Wraith about a rogue and a monk doing awesome things in. Though I may well be wrong, and will stand corrected if that is the case.


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GM 1990 wrote:
Some of us want to keep some classes "non-casters", its iconic, and frankly, if everyone is a caster, that to me wouldn't necessarily be fun or lend itself to individual PC's utility in a given session.

*bangs head against table repeatedly*

Why do some people think that what C/MD believers want to turn martials into casters?


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If we're going to just define any narrative control as "casting", martials are already "casters". They just only have one spell. Ever. And then a load of varyingly mediocre cantrips they have to invest heavily in to be remotely good at.


Intuitive solutions being blockaded by rigid selection of tools is problem of all classes, wedged into Pathfinder as a whole.

Even playing full caster can be hell if you did not take "the right" spells. Nobody wants to have a shingle froe, barleycorn measuring tool and- no wait a bottle opener is actually useful, but what I really wanted was just an adjustable wrench goddormit.


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Pathfinder Starfinder Roleplaying Game Subscriber

The stamina system seemed to do amazing things for our fighter in our home RotRL campaign.

Pity it's not allowed for PFS play.


The Sword wrote:
Wraithstrike wrote:
As an example I have heard well written stories of how a monk or rogue did an awesome thing, but when I started to ask questions that let me know how it played out mechanically it shows that certain rules were broken.

For the record it was established in the other post that diving into water was part of the prd rule set and not 3pp on the pfsrd.

...

Rise of the Runelords is one adventure I've never played or read but would love to, yet at least two people in each the groups I play with have. Grrr.

This comment I made about rogue and monk stories is referring to conversations I have been in over the years on this site, and on the older/former D&D forums. I found the prd rule on diving into water after you corrected me the first time.


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Fair enough, stand corrected.


Kobold Cleaver wrote:
Klara Meison wrote:
Kobold Cleaver wrote:
In fairness, wizards will probably require more hoopjumping, since they have the power to jump the tracks. Fighters will just have trouble accomplishing anything.
And thus GM would need to jump through hoops to make things happen despite the players being unable to do so themselves.
That's more picking them up and dropping them through hoops.

Still hoop-martial olympics, so it is fair.

Dark Archive

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Athaleon wrote:
I don't have to link this thing again, do I?

Frankly, I think every single MCD thread should include that in a copy-paste to add a little fun to this topic. Heck, we could create a few more squares (I'm a big fan of "Golems beat Wizards") so people could kick off each thread with their own randomized sheet.

Kryzbyn wrote:
BINGO!

Hey, you didn't show your work. On a related note: BINGO!

Milo v3 wrote:
The Sword wrote:
Who says Martials are bound by reality?

The ruleset which doesn't allow them to break the bounds of reality...

that's the problem.

I still want to know how a non-magical party of adventurers would solve a crime committed by a mage who killed a guy via disintegration effect while greater invisible and then teleported away.

Thinking about this one was actually pretty fun. First of all, I'm sure a GM throwing this at the party would add some context. Who was murdered? Did they have enemies? Why were they killed? I'm sure the party could, if nothing else, look at the fallout from the murder and try to piece together who would benefit from this person being killed. Bam, list of suspects right there. Initiate Investigation State Two.

I've played in a few Vampire: The Requiem games, so this is a very realistic problem. Elder Vampires turn into dust after death, after all, and there are twice as many Vampires with what amounts to Invisibility compared to those who can easily learn its See Invisibility counterpart. It's all about looking at the ripple effects, and how everyone ties together.

That said, I see your point about martials not being equipped to deal with the situation presented on its own. However, I believe that simply using a caster's high-end spells to quickly solve the problem can deny the party a very interesting and engaging story. I wouldn't use the above scenario as Wizard Spotlight Time unless it was a very quick breadcrumb to lead to a more important element of the main plot.


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Swims through money in Scrooge McDuckian money vault.

Oh man, this is better than comparing apples to oranges.


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Ed, Pointless Argument Admissions Clerk wrote:

Swims through money in Scrooge McDuckian money vault.

Oh man, this is better than comparing apples to oranges.

Obviously, because oranges are better. A/OD is a well established concept, it affects many palates.

Oranges ward off scurvy, taste better, make cleaning agents, beverages, deserts, snacks, basically everything.

Meanwhile apples can only feed people. Oh sure if you work really hard you can make an apple pie, but what about diabetics? And you can't clean your floor with apples. Apples are only useful for meals, which is a big part about being a fruit, but there are many aspects of being a commodity that apples just can't contribute. Not only that, but oranges are as good or better for meals. It's really no contest. No amount of mental gymnastics can save the sorry state of apples next to oranges.


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Milo v3 wrote:
GM 1990 wrote:
Some of us want to keep some classes "non-casters", its iconic, and frankly, if everyone is a caster, that to me wouldn't necessarily be fun or lend itself to individual PC's utility in a given session.

*bangs head against table repeatedly*

Why do some people think that what C/MD believers want to turn martials into casters?

Actually there are many opinions about "what" CMD is, and I just over the last several pages of this thread have read at least 2 opinions that going "only 4/6 casters" would be a solution.

So....some people do propose that as the solution for their game; and some, like myself don't. That's all I was point out, and its accurate, not even my opinion or what "some people think" - its been stated in this very thread.


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Envall wrote:

Intuitive solutions being blockaded by rigid selection of tools is problem of all classes, wedged into Pathfinder as a whole.

Even playing full caster can be hell if you did not take "the right" spells. Nobody wants to have a shingle froe, barleycorn measuring tool and- no wait a bottle opener is actually useful, but what I really wanted was just an adjustable wrench goddormit.

Bottle opener and rope. Only a fool or someone with a death wish steps out their door lacking either.


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Rosc wrote:
I wouldn't use the above scenario as Wizard Spotlight Time.

A major part of the issue is that people disagree about what counts as Wizard Spotlight Time. A person familiar with the wizard's spell list may simply think she's using the spell for its proper purpose, as designed. The person playing Fighter McStabsthings sitting next to her, on the other hand may be bored and annoyed because nothing interesting happens that Deus McMachina can't spell her way out of. And the GM, especially a novice GM, may be annoyed because the whole adventure is getting derailed/skipped.

Just some quick examples:

Level 1:
GM: Okay, you know the Red Fang has their headquarters in a secret lair beneath this casino, but the security here is so tight you'll need to take special care ...
Player: No problem. I'll use charm person to get one of the guards to escort us to the lair. You know, like Luke did in Jabba's palace?
GM: <splutter>

Level 3:
GM: Okay, as you cross the desert, you realize that your water is running low and you will need to find...
Player: Create water. It's a cantrip. You know, like Moses in the desert?
GM: ... and that holes have mysteriously appeared in all your canteens. It looks like you will need...
Player: Mending. Got it covered.
GM: .... and that you have lost your way in the blowing sands. You know, like Moses in the desert? You will need...
Player: Know direction. We head south-south-east like the guy at the inn said.
GM: <splutter>

Level 5:
GM: Okay, as you get out of your boat, you realize that the cliffs of this island are four hundred feet of slippery, wet, nearly unclimbable rock and that the tower is at the top. There's no way to....
Player: I cast levitate on the fighter who carries the gnome and the rogue, and I will fly up myself.
GM: It's too windy; you'll get blown away. You will need to...
Player: Oh, that's all right. I've got a wand of spider cimb around here in my pack. You know, like Spider-Man crawling up the Daily Bugle Tower?
GM: <splutter>

Level 9:
GM: You can see the besieged tower outlined against the hills ten miles away, but between you and it is a fully armed battalion of the Legion of...
Player: I teleport to the top of the tower, taking everyone with me. You know, like Nightcrawler?
GM: <splutter>

Basically, how can you railroad the players if they have the ability to keep jumping the track? That makes no one happy -- not the GM, not the caster's player, and not the martial's player.

I don't think of those examples particularly as Wizard Spotlight Time, but I've been doing this for a while and I've seen (and plan for) most of the tricks. Most novice GMs won't be expecting that and won't be able to play the "yes, and..." improvisational game. And irrespective of skill levels, it's still a problem when the martial can't play the improvisational game at all because there aren't any abilities a fighter can bring to the task.


The GM shouldn't be spluttering.

A key skill of a DM is to know your party.


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Orfamay Quest wrote:

Level 1:

GM: Okay, you know the Red Fang has their headquarters in a secret lair beneath this casino, but the security here is so tight you'll need to take special care ...
Player: No problem. I'll use charm person to get one of the guards to escort us to the lair. You know, like Luke did in Jabba's palace?
GM: <splutter>

Response 1:

GM: "You round the corner with your escort. Coming to a room with five guards. One of them looks at the guard with you.

"Oiy Larry, who is these blokes?" He says.

"These are my new friends!" Larry replies.

"New friends? Why's ya bring em back here Larry?"

"They asked to come here."

The guards draw their swords the jig is up. Good going wizard, ya just screwed up big time."

Response 2:
The other guard with Larry sees the light show from the charm spell and yells, "Intruders!" Alerting the whole base.

Quote:

Level 3:

GM: Okay, as you cross the desert, you realize that your water is running low and you will need to find...
Player: Create water. It's a cantrip. You know, like Moses in the desert?
GM: ... and that holes have mysteriously appeared in all your canteens. It looks like you will need...
Player: Mending. Got it covered.
GM: .... and that you have lost your way in the blowing sands. You know, like Moses in the desert? You will need...
Player: Know direction. We head south-south-east like the guy at the inn said.
GM: <splutter>

Meh. Or someone just rolls a DC 10 survival check to find water. This isn't a good example. Though I doubt you have know direction memorized.

Quote:

Level 5:

GM: Okay, as you get out of your boat, you realize that the cliffs of this island are four hundred feet of slippery, wet, nearly unclimbable rock and that the tower is at the top. There's no way to....
Player: I cast levitate on the fighter who carries the gnome and the rogue, and I will fly up myself.
GM: It's too windy; you'll get blown away. You will need to...
Player: Oh, that's all right. I've got a wand of spider cimb around here in my pack. You know, like Spider-Man crawling up the Daily Bugle Tower?
GM: <splutter>

As you reach the top when you attempt to fly something slams into you magically. Your flight spell fails as dispel magic takes hold. You begin falling, but featherfall keeps you safe, it, however doesn't save your friends from the hail of arrows that are soon to follow.

Quote:

Level 9:

GM: You can see the besieged tower outlined against the hills ten miles away, but between you and it is a fully armed battalion of the Legion of...
Player: I teleport to the top of the tower, taking everyone with me. You know, like Nightcrawler?
GM: <splutter>

Something is wrong. You don't arrive where you thought you would. You are in a dark room. The floor feels odd. Suddenly it gives way and you find yourself falling. You splash into water.

Teleport traps are a pita.


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How do those counter-actions show that the martials have something to do?


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The Sword wrote:

The GM shouldn't be spluttering.

A key skill of a DM is to know your party.

He still won't know every spell or ability that is on everyone's character sheet. He may also not be used to more experienced players who are used to these things and are able to get around them.

And as the party levels up it gets more difficult to account for every little thing they can do, and that is before they start to get creative.


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HWalsh wrote:
Orfamay Quest wrote:

Level 1:

GM: Okay, you know the Red Fang has their headquarters in a secret lair beneath this casino, but the security here is so tight you'll need to take special care ...
Player: No problem. I'll use charm person to get one of the guards to escort us to the lair. You know, like Luke did in Jabba's palace?
GM: <splutter>

Response 1:

GM: "You round the corner with your escort. Coming to a room with five guards. One of them looks at the guard with you.

"Oiy Larry, who is these blokes?" He says.

"These are my new friends!" Larry replies.

"New friends? Why's ya bring em back here Larry?"

"They asked to come here."

The guards draw their swords the jig is up. Good going wizard, ya just screwed up big time."

Response 2:
The other guard with Larry sees the light show from the charm spell and yells, "Intruders!" Alerting the whole base.

Quote:

Level 3:

GM: Okay, as you cross the desert, you realize that your water is running low and you will need to find...
Player: Create water. It's a cantrip. You know, like Moses in the desert?
GM: ... and that holes have mysteriously appeared in all your canteens. It looks like you will need...
Player: Mending. Got it covered.
GM: .... and that you have lost your way in the blowing sands. You know, like Moses in the desert? You will need...
Player: Know direction. We head south-south-east like the guy at the inn said.
GM: <splutter>

Meh. Or someone just rolls a DC 10 survival check to find water. This isn't a good example. Though I doubt you have know direction memorized.

Quote:

Level 5:

GM: Okay, as you get out of your boat, you realize that the cliffs of this island are four hundred feet of slippery, wet, nearly unclimbable rock and that the tower is at the top. There's no way to....
Player: I cast levitate on the fighter who carries the gnome and the rogue, and I will fly up myself.
GM: It's too windy; you'll get blown away. You will need to...
Player: Oh, that's all
...

DC 10 is a "common(anyone can make it)" check. Commoners are not finding water in the dessert in most games. That would pretty much kill the idea of the dessert ever being dangerous, which is obviously the idea the GM was trying to represent. And none of these examples to anything to disprove his point. Of course a GM can just keep throwing more obstacles in the party's way but it becomes obviously pretty quickly.


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necromental wrote:
How do those counter-actions show that the martials have something to do?

They don't. Someone forgot that this was not a "How can the GM make up stuff to shut down the casters" thread.


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The Sword wrote:

The GM shouldn't be spluttering.

A key skill of a DM is to know your party.

A new GM might freak out, and frankly if the player is trying to play "stump the GM" its not any more acceptable to me than the GM putting holes in all the canteens.

I don't see any issues with any of those examples. You as GM create a challenge, the PCs -should- have ways of solving it. sometimes those ways will be mundane use of magic, sometimes it won't. Magic will almost always give them some additional options, that's they system, and I don't have any problems with that.

Trying to play GM vs PC by shutting down magical options is just as bad as a GM telling a player they can't flip a table over, or swing from a curtain because the GM didn't think of that and it'll mean the PCs solve the challenge -differently- than the GM planned.

I prefer to look at most situations as "some PC spotlight time", and by knowing my groups composition as well as each -players- style of play, I put things into play for everyone. Sometimes is the wizard, others the rogue, others the fighter. That includes not just combat, skills, abilities, but story line components from each PCs backstory. The Caster is never going to be using magic to "solve" a PC story-line for the fighter in my game, because that wouldn't be using choices, it would be stealing the other players spotlight.

Its another example of how group dynamics can be the most important thing in any game. If even 1 player looks at using magic options as creating an unfair advantage or the GM does, or a player wants to show everyone else how they can steal the spotlight with any ability or just by never letting others speak, these have nothing to do with the mechanics or system. its about the group and how you like to play the game.


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GM 1990 wrote:
The Sword wrote:

The GM shouldn't be spluttering.

A key skill of a DM is to know your party.

A new GM might freak out, and frankly if the player is trying to play "stump the GM" its not any more acceptable to me than the GM putting holes in all the canteens.

Yes, but that -- AGAIN -- is part of the issue. An experienced player probably wouldn't consider the mending cantrip to be "stump the GM" any more than they would consider making sure to take a ranged weapon to be "stump the GM." Things like that are part of what mark an experienced player.

Quote:
I don't see any issues with any of those examples.

Nor do I, but then, I've done a few of these rodeos before.

Or, rather, the issue I see is the one I brought it up to illustrate:

Editing your comment,

Quote:
You as GM create a challenge, some of the PCs -should- have ways of solving it.

.... because in each of those, frankly, rather simplistic, situations, there are easy magical solutions that can and will completely trivialize whatever the GM had planned for tonight. He wanted a stealthy, trap-filled, Metal Gear Solid infiltration and spent hours designing a maze of twisty little ventilation shafts, air ducts, and secret passageways -- and instead, the PCs are willing (and able, barring heavy-handed GM intervention) to walk in like they own the place due to a single spell.

The GM isn't particularly going to enjoy this, and the wizard's player isn't particularly going to enjoy the obvious ad-hoc obstacles thrown in his way by an unimaginative GM. But most importantly, while the GM and wizard are glaring at each other, the figher and ranger's players are not going to enjoy being completely shut out of the ability to do anything, because they can't actually solve this problem with their own abilities.


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>The GM isn't particularly going to enjoy this

I find that one of the key GMing skills is being able to look at all your ideas catching fire and going up in flames because a player did something, smile, laugh, and add some gasolene of your own to the flame.


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GM 1990 wrote:
The Caster is never going to be using magic to "solve" a PC story-line for the fighter in my game, because that wouldn't be using choices, it would be stealing the other players spotlight.

The trouble I found playing higher level casters, is that it can be difficult to know when to back-off and let another player solve the problem. Especially when it comes to expending resources and taking risks. Sometimes it is obvious that Mr Disable Device should get the opportunity to open a lock before the knock spell is used. Other times it is difficult to know if you should just shut down an encounter with a feeblemind spell or flesh to stone or whatever. When a PC gets killed, and the wizard could have just ended the fight, but did not want to steal the spotlight, things get weird. I also recall an incident where my wizard was taken out by a feeblemind, when I had decided that using that spell myself was too disruptive to the campaign. The unspoken agreement to share the spotlight and not disrupt the campaign is going to vary from player-to-player and player-to-GM as well.

Having to make those kinds of calculations all the time makes it difficult to get into the mindset of my character, who would always uses his powers to their fullest in an adventuring situation.

EDIT: I should also note that having to constantly worry about your character being overpowered affects more then just when to act. I found that buying/crafting items gets difficult when you are already very powerful. I ended up making items for Dex rather then Int because getting a +8 or +9 modifier was just over the top. There were several spells that were too disruptive to the campaign to memorize. Several items (staves and rods) that just made me better at the thing that was already too powerful. By the time I got to 15th level, it was difficult to use any of my highest level options without disrupting the game.


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HWalsh wrote:
stuff

Congratulations, HWalsh... You proved the GM is more powerful than casters and can create adversities that not even then can surpass if he's creative and mean enough...

You also proved that the GM has to be far more creative and mean to deter the casters than to deter the martials.

Good going, right there...


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Orfamay Quest wrote:


Yes, but that -- AGAIN -- is part of the issue. An experienced player probably wouldn't consider the mending cantrip to be "stump the GM" any more than they would consider making sure to take a ranged weapon to be "stump the GM." Things like that are part of what mark an experienced player.

A table dynamic where the player and GM start going back and forth as in this example isnt a system thing for me though. The mending spell wouldn't come up for me when I GM because the water cantrip would have been a fine and viable solution to a resource issue. Its unlimited...but its one of their cantrip slots, that's fine for me. As GMs gain experience these kind of things generally don't bother them or disrupt the game.

Orfamay Quest wrote:


Editing your comment,
Quote:
You as GM create a challenge, some of the PCs -should- have ways of solving it.
.... because in each of those, frankly, rather simplistic, situations, there are easy magical solutions that can and will completely trivialize whatever the GM had planned for tonight. He wanted a stealthy, trap-filled, Metal Gear Solid infiltration and spent hours designing a maze of twisty little ventilation shafts, air ducts, and secret passageways -- and instead, the PCs are willing (and able, barring heavy-handed GM intervention) to walk in like they own the place due to a single spell.

I think I look at game prep and sessions different.

If it "trivialized the whole night", I would feel like I didn't do a very good job of designing the myrid of encounters for a particular adventure/session, nor did I do a good job of reacting to the player's choices and keeping the session going. Its pretty rare I spend hours designing something that is pretty obviously going to be trivialized by 1 player. I never know how the players are going to approach a given problem, but I have ideas, and I know what is on all 4 character sheets. They'll make choices I never though of that make an encounter easier (or sometimes bad choices that make something much harder than it needed to be - frankly this happens more in my game), but that doesn't typically invalidate the entire night. Deciding -not- to do something is about the only way a whole game session of prep would go unused, and even then its setting there to be used later.

That's just my game though. If -the group- wanted a stealthy metal-gear infiltration, and they've got piles of magic, then an idea I would use is making them infiltrate a well guarded and magically protected/warded place. Its an Ocean's 11 type scenario, and if that's the challenge desire I'd picked up on from the group, then its not "shut-down the caster" mentality, its make a challenge that can't be easily overcome with a couple unique spells, while still giving every player something to do.

Orfamay Quest wrote:


The GM isn't particularly going to enjoy this, and the wizard's player isn't particularly going to enjoy the obvious ad-hoc obstacles thrown in his way by an unimaginative GM. But most importantly, while the GM and wizard are glaring at each other, the figher and ranger's players are not going to enjoy being completely shut out of the ability to do anything, because they can't actually solve this problem with their own abilities.

To me this is a group dynamic issue that can't be solved with game rules. You have a GM and a player (and maybe 2 other players) with different ideas about how they want to play this game, and are looking at how things have happened with an PC vs GM, only 1 can win mentality. That has to be discussed and solved out of character. Again something more likely to happen with inexperienced or immature individuals, and I look at avoiding this as a large portion of the GMs job. Be open about the game you're going to run, get player buy in, and if there is a player who's not happy with the type of game or the way you're going to adjudicate things its going to have to be discussed and smoothed over or the group won't have as much fun.


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Fergie wrote:
GM 1990 wrote:
The Caster is never going to be using magic to "solve" a PC story-line for the fighter in my game, because that wouldn't be using choices, it would be stealing the other players spotlight.

The trouble I found playing higher level casters, is that it can be difficult to know when to back-off and let another player solve the problem. Especially when it comes to expending resources and taking risks. Sometimes it is obvious that Mr Disable Device should get the opportunity to open a lock before the knock spell is used. Other times it is difficult to know if you should just shut down an encounter with a feeblemind spell or flesh to stone or whatever. When a PC gets killed, and the wizard could have just ended the fight, but did not want to steal the spotlight, things get weird. I also recall an incident where my wizard was taken out by a feeblemind, when I had decided that using that spell myself was too disruptive to the campaign. The unspoken agreement to share the spotlight and not disrupt the campaign is going to vary from player-to-player and player-to-GM as well.

Having to make those kinds of calculations all the time makes it difficult to get into the mindset of my character, who would always uses his powers to their fullest in an adventuring situation.

EDIT: I should also note that having to constantly worry about your character being overpowered affects more then just when to act. I found that buying/crafting items gets difficult when you are already very powerful. I way making items for Dex rather then Int because getting a +8 or +9 modifier was just over the top. There were several spells that were too disruptive to the campaign to memorize. Several items (staves and rods) that just made me better at what I was already too powerful. The truth was, by the time I got to 15th level, it was difficult to use any of my highest level options without disrupting the game.

I can see this - its why I chose not to use color spray in our last game. It didn't affect how much fun I had, but it surely was going easier on my GM, and it also let the Paladin, Ninja, and Ranger wade through the goblins and goblin dogs.

The group dynamic I was getting at in what you quoted though was storyline aspects that I try to include for every player tied to their back story. I guess its the same kind of politeness you're pointing out though. Its rude to not let the other players get their interaction when the GM clearly is targeting them and not you. So long as the GM spreads that around, whether its combat, skill challenges, or character progression tied to their back story its more likely everyone will have more fun.


And most of this is because anti-magic options are either waaaaaay too expensive, or the NPC's can't have any anti-magic abilities.

Seriously, just take the spell SPell Engine from 3.5, and sit it on top of an enemy keep.

No spellcasting in the 30 ft/level radius of the spell. No spell trigger style items. You can drink potions and swing swords and use SU's. You're down to fighting and skills.

EVERY HARDPOINT SHOULD BE LIKE THIS. Because no non-magical group of people in their right mind is going to put up with being so vulnerable to magic.

But it shuts down casters! waaaaaa.
Yes, it's crowd control vs casters. But can't do that, only to non-casters. It's not allowed.

Dust of Dispelling from 3.5 lords of Madness. Sprinkle it, creates an A-M shell. Imagine a dungeon where the PC's are in a long corridor, a switch is triggered, down comes the dust, and at the same time, Rogues, that horrible, underpowered class, open up secret doors to either side and are flanking the whole party...including the casters who have no magic concealment, miss chance, spells, or buffs, or working magic items.

Suddenly, +3d6 Sneak attack damage isn't looking too shabby. They have a good chance of wiping every caster in the party.

But that would be badwrongfun. Meh!


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The Sword wrote:

The GM shouldn't be spluttering.

A key skill of a DM is to know your party.

This does create a situation where it is difficult for new GMs to take on the role since it requires such in depth knowledge of how the game mechanics work and how they can influence the story. I know from personal experience how off-putting that can be.


Orfamay Quest wrote:
GM 1990 wrote:
The Sword wrote:

The GM shouldn't be spluttering.

A key skill of a DM is to know your party.

A new GM might freak out, and frankly if the player is trying to play "stump the GM" its not any more acceptable to me than the GM putting holes in all the canteens.

Yes, but that -- AGAIN -- is part of the issue. An experienced player probably wouldn't consider the mending cantrip to be "stump the GM" any more than they would consider making sure to take a ranged weapon to be "stump the GM." Things like that are part of what mark an experienced player.

Quote:
I don't see any issues with any of those examples.

Nor do I, but then, I've done a few of these rodeos before.

Or, rather, the issue I see is the one I brought it up to illustrate:

Editing your comment,

Quote:
You as GM create a challenge, some of the PCs -should- have ways of solving it.

.... because in each of those, frankly, rather simplistic, situations, there are easy magical solutions that can and will completely trivialize whatever the GM had planned for tonight. He wanted a stealthy, trap-filled, Metal Gear Solid infiltration and spent hours designing a maze of twisty little ventilation shafts, air ducts, and secret passageways -- and instead, the PCs are willing (and able, barring heavy-handed GM intervention) to walk in like they own the place due to a single spell.

The GM isn't particularly going to enjoy this, and the wizard's player isn't particularly going to enjoy the obvious ad-hoc obstacles thrown in his way by an unimaginative GM. But most importantly, while the GM and wizard are glaring at each other, the figher and ranger's players are not going to enjoy being completely shut out of the ability to do anything, because they can't actually solve this problem with their own abilities.

So why is it unfair for the opponents to use the spells design to counteract common magical effects where would be perfectly fine for the players to use them? I mean why would the wizard not have a teleport trap on top of his tower to prevent people from teleporting there? Is he that much of an idiot? The weaknesses and counters to spells just shouldn't be used?


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When I'm designing areas, I don't totally shut down magic, but major points (important government buildings, castles, etc.) DO have defenses of various kinds that mean players can't simply abuse mind-control and such.


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RDM42 wrote:


So why is it unfair for the moments to use the spells design to counteract common magical effects where...

I think it generates lots of heated posts because sometimes its assumed if you do this as a GM its because you're just "sticking" it to the casters. However, I don't think I've ever read that it was "sticking it" to the fighter when describing how dominate person vs the fighter/barbarian turns them into the anti-party "blender of death". (C) Ssalarn. Either of them "could" be a sign of group dynamic problems, and if used a lot are not going to be fun IMO.

I use things like this in moderation, and for our group that adds to the enjoyment (because sometimes things not working how you thought it would and suffering a setback also makes ultimate success more enjoyable.)
For example, first time the group encountered one of their antagonists body guards the fighter(archer) rolled a max-damage crit, that would have killed him or nearly anyone in the party for that matter. Everyone was going bonkers....

....and then I described how he "Bruce-Lee'd" her arrow (used his deflect arrow feat). That was about 8 or 9 months IRL ago....they still talk about it, and they still don't like that guy.

So anti-magic, no-teleport, crit/precise immune creatures, high SR creatures, etc all have a place in the game and all can add to player enjoyment (not just a GM Power/hate move). But use in moderation like anything.


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I try to assume that most leaders are reasonably intelligent, so obvious countermeasures against various powers are taken, generally scaled to the same level of spellcasting available in the area, or possibly one level higher. (For example, the Mayor's house in a tiny hamlet may have no defenses at all, but a large town, which normally has spellcasting up to 5th level, may have robust defenses against spells of 6th level or below for important buildings.)

It seemed like a reasonable approach. XD And, of course, defenses are never absolute - the PCs probably CAN find a way around them if they try, but they will have to actually plan and work for it instead of just casting stuff.


Das Bier wrote:

And most of this is because anti-magic options are either waaaaaay too expensive, or the NPC's can't have any anti-magic abilities.

Seriously, just take the spell SPell Engine from 3.5, and sit it on top of an enemy keep.

No spellcasting in the 30 ft/level radius of the spell. No spell trigger style items. You can drink potions and swing swords and use SU's. You're down to fighting and skills.

EVERY HARDPOINT SHOULD BE LIKE THIS. Because no non-magical group of people in their right mind is going to put up with being so vulnerable to magic.

But it shuts down casters! waaaaaa.
Yes, it's crowd control vs casters. But can't do that, only to non-casters. It's not allowed.

Dust of Dispelling from 3.5 lords of Madness. Sprinkle it, creates an A-M shell. Imagine a dungeon where the PC's are in a long corridor, a switch is triggered, down comes the dust, and at the same time, Rogues, that horrible, underpowered class, open up secret doors to either side and are flanking the whole party...including the casters who have no magic concealment, miss chance, spells, or buffs, or working magic items.

Suddenly, +3d6 Sneak attack damage isn't looking too shabby. They have a good chance of wiping every caster in the party.

But that would be badwrongfun. Meh!

I feel like the problem is how magic is baked into the natural leveling systems and classes of the game. Like crafting/magic; the last level of mundane is standard masterwork, while magic follows you through the rest of your progression, and any alternative technological innovations are gated through enormous amounts of cash you cannot get because WBL restricts the martial more than the caster.


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RDM42 wrote:


So why is it unfair for the moments to use the spells design to counteract common magical effects where...

I don't think certain people anticipate having adventurers meddle in their affairs so they don't think to take certain measures, and if adventurers are so common that they are always in everyone's business* then the common measures to stop them would be known so the players would likely not use the common methods and it would be almost impossible to stop every idea a player can think of without it coming across as railroading.

You can enter a castle via teleport. You can charm you way in. You call planar monsters to assault the place for you. With the right spells you can just destroy the place if you can't find a way in. I could keep going, but my point is for the NPC to have a perfect counter to whatever the player came up with as a commonly occurring theme is going to look very suspicious.
It also doesn't really help the rest of the party since their lives are now more difficult. As a GM you have to have some idea of what players can be expected to do, and not even attempt certain types of adventures because of how the game is made. If you want to keep them at the level to where _____ is a challenge then the best thing is to use slow levelign or completely stop it(leveling).

*If this were to happen laws would likely be in place to stop them from doing so, and to stop the profession as whole.


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GM Rednal wrote:


It seemed like a reasonable approach. XD And, of course, defenses are never absolute - the PCs probably CAN find a way around them if they try, but they will have to actually plan and work for it instead of just casting stuff.

I think this is a really important point. Know your group and know what they enjoy and keep it challenging and fun for them.

For me, "another cliff where I can just cast fly to bypass" would really get old very fast. Variety and challenge keeps the game fun.

There seems at times to be a presumption when GM's respond to some of the "what-ifs", by how it works in there game that its bad GMing. It's assumed to be bad GMing because its taking away a possible solution, which is also presumed to be something only a bad GM would do. That's an unfortunate stereotype and also has to presume its the GMs normal way of running a game. Maybe those people experienced it from a GM who did it -a lot- or always had a counter for everything the PCs tried, because that GM was trying to win. I feel sorry for people who've had that experience - I would walk out on a group like that pretty quick.

For some of us, taking away an obvious and perhaps easy solution from the players from time to time is part of what our groups enjoy. Even at 1st level, is it more enjoyable problem solving to:
a. Walk across the bridge?
b. Have to figure out how to get across the river now that the bridge is washed out?
At the same time, if every bridge is washed out, the solution eventually becomes so repetitive and mundane that its pointless to use that challenge. I wouldn't do it as a GM any more than I'd want to play in a game like that.

For me, as magic comes online its the same concept for designing good sessions, hooks, and story arcs. Teleport makes travel somewhat trivial, so just accept it. Then from time to time, create situations where teleport doesn't work. I won't speak for other players, but for me - I would appreciate having to think through a different solution to the problem presented.


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wraithstrike wrote:


You can enter a castle via teleport. You can charm you way in. You call planar monsters to assault the place for you. With the right spells you can just destroy the place if you can't find a way in. I could keep going, but my point is for the NPC to have a perfect counter to whatever the player came up with as a commonly occurring theme is going to look very suspicious

All of those, and scaling the walls, sneaking in through sewers, disguising yourselves as guests, etc as well.

I look at it as my job to over time make scenarios where any of them are possible from one to the next, but some of them are impossible from one to the next as well, and that includes some forms of magical problem solving. It doesn't mean a caster would sit out a session anymore than the rogue if sneaking in doesn't work. Gaining access to a location is often just step 1 of several challenges/encounters of a session. It just means for a portion of that particular session/adventure, different options need to be considered than how the group did it previously, and that means different players will be important at different times than previous sessions as well.

I don't look it as my job to think of every possible solution and counter it. I prefer to make some possible obvious solutions (if they have less experience), and some impossible ways. "No...but" is also acceptable GM tool for me.


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I think it also helps if the players' expectations are set ahead of time. For example, if they're gathering information in town, maybe a guard reminds them to avoid "funny business" in certain areas because they're "well protected". If they're not expecting a place to be totally defenseless, they're less likely to try anything too problematic in the first place. XD


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GM 1990 wrote:


I think it generates lots of heated posts because sometimes its assumed if you do this as a GM its because you're just "sticking" it to the casters. However, I don't think I've ever read that it was "sticking it" to the fighter when describing how dominate person vs the fighter/barbarian turns them into the anti-party "blender of death". (C) Ssalarn. Either of them "could" be a sign of group dynamic problems, and if used a lot are not going to be fun IMO.

I use things like this in moderation, and for our group that adds to the enjoyment (because sometimes things not working how you thought it would and suffering a setback also makes ultimate success more enjoyable.)

So anti-magic, no-teleport, crit/precise immune creatures, high SR creatures, etc all have a place in the game and all can add to player enjoyment (not just a GM Power/hate move). But use in moderation like anything.

That right there in bold is the problem though. There are *NO* non-GM fiat counters to spellcasting. You literally just posted antimagic as (presumably) an effective method of dealing with casters in a thread where I explained in great and copious detail how useless antimagic field is against casters. Furthermore you seem to believe that high SR creatures are somehow a counter to casters, despite me pointing out that SR is joke. So what are your non-fiat counters to casters? Because the two you listed there are completely worthless as counters and I am genuinely curious to hear what you think counters spellcasting.


Aye, Anti-magic Shells are useless unless you can force a caster into the shell. And that area is SMALL.

Spell Engine has a huge area, and you can make it nigh impossible for a caster NOT to enter the area of effect.

It's just such magic is too pricey for NPC's to use on a broad scale, when in actuality it should be pretty cheap and common. Wards and similar magical defenses are VERY common in literature, I don't know why they are so expensive in PF. Let casters labor under penalties, and rogues have a place to shrine.

IMC, spell engines are everywhere, restricting any spellcasters not sworn to the service of the city. Urban areas are the playgrounds of rogues and martials. Casters have to invest heavily in magical items of defense because they can't cast such spells themselves, have bodyguards, etc.


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Das Bier wrote:

Aye, Anti-magic Shells are useless unless you can force a caster into the shell. And that area is SMALL.

Spell Engine has a huge area, and you can make it nigh impossible for a caster NOT to enter the area of effect.

It's just such magic is too pricey for NPC's to use on a broad scale, when in actuality it should be pretty cheap and common. Wards and similar magical defenses are VERY common in literature, I don't know why they are so expensive in PF. Let casters labor under penalties, and rogues have a place to shrine.

IMC, spell engines are everywhere, restricting any spellcasters not sworn to the service of the city. Urban areas are the playgrounds of rogues and martials. Casters have to invest heavily in magical items of defense because they can't cast such spells themselves, have bodyguards, etc.

Not having spells makes the party weaker, and it you are a druid,or other fighty caster then you might still be able to give the melees a run for their money.

For the 2nd time in this discussion➡➡full arcane casters are not the only ones stepping on people's toes.


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Anzyr wrote:


That right there in bold is the problem though.

Are you really intending to be inflammatory or am I mis-reading the tone of this?

Its a problem for who? Because its not a problem for me or my players, and I didn't say you and your group are wrong if you don't agree or imply that of anyone else game.

I don't need to worry about "non-GM fiat" ways to "counter" PC actions, because the way we play the game its not a competition for me vs my players, but if its how you play the game that's ok too.

As far as GM fiat - which is sometimes tossed around as a disparaging term, I don't have any problem using it if I feel like I need to or it'll enhance the story overall. As I've matured as a GM, the confidence to both overrule players, even in the face of a rule; or allow a player to do something cool contrary to a rule or how I'd planned a session is something I've become comfortable with.

I literally don't have any problem saying "you try X, and it doesn't work/or this happens instead of what you expected", if I feel it'll add story affect and end up making a more enjoyable and memorable encounter.

And I don't have any problem letting the PCs accomplish something cool that I didn't plan for or that isn't covered in the rules.

for example, one of the PCs has had no memory of her past for about 9 months of this campaign and until recently couldn't get it back. There is no non-GM "fiat" way to do that, but it fit the story arc and built up to a key point for the group.

If you're truly interested in coming up with some ideas to use in your game, pick a spell we probably discussed it in my "Game Altering (or Game Breaking) Spells: XXX" series of threads. If we didn't cover a particular spell I'd be happy to thread it and get several GM's input on how they handle it in games.


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wraithstrike wrote:
If this were to happen laws would likely be in place to stop them from doing so, and to stop the profession as whole.

...This sounds like a rather fun campaign setting idea actually. I might try to build something off of it.

As for shutting down casters, I think the reason that it's frowned upon is actually again the core of the C/MD. If you shut down casters (well, clerics, druids, sorcerers and the like) they now have to play by the fighter's rules. Not that they are mundane, but that they have 0 versatility. The wizard gets a bit of a pass because int focused means skill points, but in the case of casters you just put them into a situation where their class features give them nothing to work with. Inquisitors & bards would still have 6 skills per level plus related skill features, int based classes still have skill points & skills to work with, so they're better off. But for full casters with no versatile features outside of casting? Welcome to the life of the martial, here's a stick.

Which is a bit ironic. No one likes being in a position where their class doesn't equip them to solve (or have some potential solution) to a given situation eh?

GM1990 wrote:
As far as GM fiat - which is sometimes tossed around as a disparaging term

Ah not quite. The reason it's...attacked in these kinds of threads is because nothing mechanics based can really be discussed without a common set of rules. So, the assumption has to be that everyone is using the same set (those printed), and that's where the balance discussion happens. I'm sure everyone's happy to house rule, but the validity (in regards to balance) of those house rules is determined by how they affect the core rules, and whether such affect is needed.


GM 1990 wrote:
Anzyr wrote:


That right there in bold is the problem though.

Are you really intending to be inflammatory or am I mis-reading the tone of this?

Its a problem for who? Because its not a problem for me or my players, and I didn't say you and your group are wrong if you don't agree or imply that of anyone else game.

I don't need to worry about "non-GM fiat" ways to "counter" PC actions, because the way we play the game its not a competition for me vs my players, but if its how you play the game that's ok too.

As far as GM fiat - which is sometimes tossed around as a disparaging term, I don't have any problem using it if I feel like I need to or it'll enhance the story overall. As I've matured as a GM, the confidence to both overrule players, even in the face of a rule; or allow a player to do something cool contrary to a rule or how I'd planned a session is something I've become comfortable with.

I literally don't have any problem saying "you try X, and it doesn't work/or this happens instead of what you expected", if I feel it'll add story affect and end up making a more enjoyable and memorable encounter.

And I don't have any problem letting the PCs accomplish something cool that I didn't plan for or that isn't covered in the rules.

for example, one of the PCs has had no memory of her past for about 9 months of this campaign and until recently couldn't get it back. There is no non-GM "fiat" way to do that, but it fit the story arc and built up to a key point for the group.

If you're truly interested in coming up with some ideas to use in your game, pick a spell we probably discussed it in my "Game Altering (or Game Breaking) Spells: XXX" series of threads. If we didn't cover a particular spell I'd be happy to thread it and get several GM's input on how they handle it in games.

Inflammatory? No. Challenging? Yes. Because the statements deserve to be challenged. We are talking about Caster/Martial Disparity and how it can cause martial characters to be overshadowed. Your post in that context advocates that there abilities which restrict classes and therefore can be used to avoid situations where characters are overshadowed. So I'd say that my post was very relevant in that context.

Especially since you then go on in the above quoted post to talk about how you are fine with using fiat to control (presumably casters again) characters actions. This deprives the players of agency within your game. If you players have agreed to be deprived of agency then that's fine, but if not you are doing your players a grave disservice. But that is a whole separate topic from the one at hand here.

If your posts are not in relation to Caster/Martial Disparity... may I ask who or what point you are attempting to address?


wraithstrike wrote:
Das Bier wrote:

Aye, Anti-magic Shells are useless unless you can force a caster into the shell. And that area is SMALL.

Spell Engine has a huge area, and you can make it nigh impossible for a caster NOT to enter the area of effect.

It's just such magic is too pricey for NPC's to use on a broad scale, when in actuality it should be pretty cheap and common. Wards and similar magical defenses are VERY common in literature, I don't know why they are so expensive in PF. Let casters labor under penalties, and rogues have a place to shrine.

IMC, spell engines are everywhere, restricting any spellcasters not sworn to the service of the city. Urban areas are the playgrounds of rogues and martials. Casters have to invest heavily in magical items of defense because they can't cast such spells themselves, have bodyguards, etc.

Not having spells makes the party weaker, and it you are a druid,or other fighty caster then you might still be able to give the melees a run for their money.

For the 2nd time in this discussion➡➡full arcane casters are not the only ones stepping on people's toes.

Well, duh, Wraithstrike.

It also makes NPC's weaker. Now, we have equity. In some situations spellcasters will be uninhibited and more effective then mundanes. In other situations, Casters will be suppressed and skills and fighty guys will shine. Tellingly, urban campaigns will favor skill, and rural adventures favor casters.

It makes monsters somewhat more dangerous in cities, because they are 'naturally buffed'. But then martial skill becomes even more important as long as the monsters can't cast, either.


Das Bier wrote:

Aye, Anti-magic Shells are useless unless you can force a caster into the shell. And that area is SMALL.

Spell Engine has a huge area, and you can make it nigh impossible for a caster NOT to enter the area of effect.

It's just such magic is too pricey for NPC's to use on a broad scale, when in actuality it should be pretty cheap and common. Wards and similar magical defenses are VERY common in literature, I don't know why they are so expensive in PF. Let casters labor under penalties, and rogues have a place to shrine.

IMC, spell engines are everywhere, restricting any spellcasters not sworn to the service of the city. Urban areas are the playgrounds of rogues and martials. Casters have to invest heavily in magical items of defense because they can't cast such spells themselves, have bodyguards, etc.

I have bad news. That only works in 3.0. The 3.5 version of Spell Engine only allows a caster instantly to swap spells prepared for other spells from their spellbook.


Ranishe wrote:
No one likes being in a position where their class doesn't equip them to solve (or have some potential solution) to a given situation eh?

I wouldn't say that. It is more because people expect for their class abilities to work. As an example if I am a rogue, and the GM randomly says sneak attack does not work against monster X, or if I am a caster, and a GM gives the monster immunity to every spell I have prepared that day that could adversely affect it, I would not be happy about it.

As a player, unless you are really new you know there things you(your character) are not able to handle and/or things you can not handle.

GM1990 wrote:
As far as GM fiat - which is sometimes tossed around as a disparaging term
Ranishe wrote:


Ah not quite. The reason it's...attacked in these kinds of threads is because nothing mechanics based can really be discussed without a common set of rules. So, the assumption has to be that everyone is using the same set (those printed), and that's where the balance discussion happens. I'm sure everyone's happy to house rule, but the validity (in regards to balance) of those house rules is determined by how they affect the core rules, and whether such affect is needed.

Pretty much.

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