A proposal for limiting excessive builds.


Pathfinder Society

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4/5 5/5 Venture-Lieutenant, Finland—Tampere

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Mekkis wrote:
Kahel Stormbender wrote:
Then again, those stupid strong characters always have a weakness. Such as the combat monster who suddenly goes from decemating the enemies to either decimating their allies or just sitting in the corner after being Dominated/Suggestioned/Charmed. Or the skill monkey who focused so heavily on having Every Single Knowledge Skill that they can't fight very well, and an unheightened Grease causes them to faceplant regularly.
The issue is that "always have a weakness" doesn't matter when the "weakness to domination" comes up every one in ten scenarios. It doesn't improve the experience of the other players the other 90% of the time.

"Weakness to domination" also doesn't improve the experience of the other players that 10% of the time when the combat monster does get dominated and starts to slaughter their own party. At least I don't find it particularly entertaining. There are drawbacks, and there are kill switches.

1/5

plus, actual "strong characters" don't really have a weakness. Like if the weakness is just the weakest part of the character which is a will save higher than the wizards and a free reroll to the will save once.

Dark Archive 1/5

Mekkis wrote:
Kahel Stormbender wrote:
Then again, those stupid strong characters always have a weakness. Such as the combat monster who suddenly goes from decemating the enemies to either decimating their allies or just sitting in the corner after being Dominated/Suggestioned/Charmed. Or the skill monkey who focused so heavily on having Every Single Knowledge Skill that they can't fight very well, and an unheightened Grease causes them to faceplant regularly.
The issue is that "always have a weakness" doesn't matter when the "weakness to domination" comes up every one in ten scenarios. It doesn't improve the experience of the other players the other 90% of the time.

But "Can't talk their way out of a wet bag made of toilet paper" does come up quite often. When I ran Let Bygones Be the 'face' rolled really badly when trying to talk his way into an abode while forgetting something he'd been told to do. This triggered a chain of diplomacy attempts, each making it harder and harder to convince the people to let them in. Eventually they managed it, but it still took a while.

Or illusions. Low will saves don't just affect domination. The melee monster character likely has a lot of trouble disbelieving illusions even after being told it's an illusion. The potential problems from lacking a strong will just keep cropping up, it's not just one or two spells.

4/5 ***** Venture-Lieutenant, Maryland—Hagerstown

Yep, dominate or murderous command. I was in a scenario when the zen archer rolled a 1 on the will save and decided to systematically take down the party with flurry of arrows/perfect strike. Luckily we were able to disarm the bow from him, thanks to our resident whip master. This was all while my con 10 character failed a fort save against a certain poison that dropped me unconscious on the second round of combat.

Dark Archive 1/5

Nasty, poisons really can be disgustingly effective. Especially con damage poisons. Even someone with a good fort save can fall to one if they botch the first save or two.

4/5 ***** Venture-Lieutenant, Maryland—Hagerstown

Yeah and to pour salt in the wound. The bad guys can use it, but it is banned in PFS and it was not on the chronicle.

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