Addressing the "Is it as broken as the wizard Fallacy"


Pathfinder First Edition General Discussion

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Malik Gyan Daumantas wrote:
Vidmaster7 wrote:
J4RH34D wrote:

Gallant Armor

The fact of the matter is that the way your group plays negates the disparity, or at least lessen's its effects.

You have made it clear that your party would rather fight your way through the horde of enemies than find an alternate path that avoids the combat.
This basically means that your players do not care overly much for narrative agency. They want to fight stuff and kill it.

Other people however value narrative agency over combat ability, but would still like to play a non magical character.
They want to be able to do things that give them the same options that a caster has.

If I am not an arcane caster and my foe teleports away, I am screwed. There is no way for me to chase them.
I want my fighter who can swing a sword better than any man alive to sunder the fabric of reality and tear a whole through which I can follow my foe.

See now I specifically and utterly don't want a fighter who can slash his sword through reality to teleport somewhere. To me that just sounds like a magic user with a sword. I don't mind them doing cool impressive feats but that is into true anime territory. Its fine for an optional book designed for people that want a game like that but I don't want that in my standard DnD PF fantasy. Now if we are talking artifact sword then sure.

I'm guessing you're not a fan of the magus cause if you think about it they are basically anime as all hell. Spell combat+Dimensional Agility is basically what you're talking about.

And since we're talking about anime, Can i just point out that paizo literally added a magical girl archetype into the game not too long ago?

your missing my point for the anime forest. I like the Magus magus is suppose to be a caster. Fighter is not suppose to be a caster. Cutting through reality is a magical affect. The fighter should be taking a non-magical means to do what hes doing or a magic item is fine.. Also the magical girl archetype is terrible.

Let me make this real clear before you misinterpret something else to fit in your convenient little pre-packaged argument. Its not the fact I dislike anime I like anime. Its the fact that it is not in theme with what a mundane warrior class is themed to do. If they had a character class called I don't know magic fighter or anime fighter or w/e and his theme was to do stuff like that fine no problem with it it fits. With pathfinder were talking about medieval fantasy. In medieval fantasy the role of a mundane hero defeating a magical enemy is cannon. The option to play the mundane hero should be their.

And one more time the magical girl archetype is trash.


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Vidmaster7 wrote:
J4RH34D wrote:

Gallant Armor

The fact of the matter is that the way your group plays negates the disparity, or at least lessen's its effects.

You have made it clear that your party would rather fight your way through the horde of enemies than find an alternate path that avoids the combat.
This basically means that your players do not care overly much for narrative agency. They want to fight stuff and kill it.

Other people however value narrative agency over combat ability, but would still like to play a non magical character.
They want to be able to do things that give them the same options that a caster has.

If I am not an arcane caster and my foe teleports away, I am screwed. There is no way for me to chase them.
I want my fighter who can swing a sword better than any man alive to sunder the fabric of reality and tear a whole through which I can follow my foe.

See now I specifically and utterly don't want a fighter who can slash his sword through reality to teleport somewhere. To me that just sounds like a magic user with a sword. I don't mind them doing cool impressive feats but that is into true anime territory. Its fine for an optional book designed for people that want a game like that but I don't want that in my standard DnD PF fantasy. Now if we are talking artifact sword then sure.

It was the quickest example for me to type out and I understand that it is beyond what most people consider for their fantasy games.

But that raises the question, why is it anime when a fighter does it but we are perfectly happy with the wizard doing it?

I am curious as to what some of the cool none anime things you would be happy with martials doing are? I am interested in where the line lies for you.

Silver Crusade

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Vidmaster7 wrote:
Malik Gyan Daumantas wrote:
Vidmaster7 wrote:
J4RH34D wrote:

Gallant Armor

The fact of the matter is that the way your group plays negates the disparity, or at least lessen's its effects.

You have made it clear that your party would rather fight your way through the horde of enemies than find an alternate path that avoids the combat.
This basically means that your players do not care overly much for narrative agency. They want to fight stuff and kill it.

Other people however value narrative agency over combat ability, but would still like to play a non magical character.
They want to be able to do things that give them the same options that a caster has.

If I am not an arcane caster and my foe teleports away, I am screwed. There is no way for me to chase them.
I want my fighter who can swing a sword better than any man alive to sunder the fabric of reality and tear a whole through which I can follow my foe.

See now I specifically and utterly don't want a fighter who can slash his sword through reality to teleport somewhere. To me that just sounds like a magic user with a sword. I don't mind them doing cool impressive feats but that is into true anime territory. Its fine for an optional book designed for people that want a game like that but I don't want that in my standard DnD PF fantasy. Now if we are talking artifact sword then sure.

I'm guessing you're not a fan of the magus cause if you think about it they are basically anime as all hell. Spell combat+Dimensional Agility is basically what you're talking about.

And since we're talking about anime, Can i just point out that paizo literally added a magical girl archetype into the game not too long ago?

your missing my point for the anime forest. I like the Magus magus is suppose to be a caster. Fighter is not suppose to be a caster. Cutting through reality is a magical affect. The fighter should be taking a non-magical means to do what hes doing or a magic item is fine.. Also the magical girl...

You almost make it sound like the big burly dude being anything but some random mook that hits things really hard would be a crime against the cosmos or something.


chaoseffect wrote:
Vidmaster7 wrote:
Of course mention them do another edition where they fix those supposed problems and everyone loses their mind.
Because spells are fun and interesting. Would rather see other classes elevated with fun and interesting abilities than chopping down the casters. 4E had its own quirks but did what it set out to do well, i.e. be a pen and paper MMO, but in 5E everything is just so bland and tedious.

There, I've read through some 4E books. It hacked up alignment and the planes trying to make chaos evil and law good. If there was a group, I would play Pathfinder, 5E, or Spacefinder. But 4E, no way.


Vid

Why is sundering reality to create a hole in the fabric of space an inherently magical phenomenon?
I just want to understand you.

I don't view it as magical in the slightest. I view it as a big ass burly man with innate mastery of his form having such precision and force in his strikes that he can slice the actual fabric of reality to create a hole.

I will try and think of some more examples later.


J4RH34D wrote:
Vidmaster7 wrote:
J4RH34D wrote:

Gallant Armor

The fact of the matter is that the way your group plays negates the disparity, or at least lessen's its effects.

You have made it clear that your party would rather fight your way through the horde of enemies than find an alternate path that avoids the combat.
This basically means that your players do not care overly much for narrative agency. They want to fight stuff and kill it.

Other people however value narrative agency over combat ability, but would still like to play a non magical character.
They want to be able to do things that give them the same options that a caster has.

If I am not an arcane caster and my foe teleports away, I am screwed. There is no way for me to chase them.
I want my fighter who can swing a sword better than any man alive to sunder the fabric of reality and tear a whole through which I can follow my foe.

See now I specifically and utterly don't want a fighter who can slash his sword through reality to teleport somewhere. To me that just sounds like a magic user with a sword. I don't mind them doing cool impressive feats but that is into true anime territory. Its fine for an optional book designed for people that want a game like that but I don't want that in my standard DnD PF fantasy. Now if we are talking artifact sword then sure.

It was the quickest example for me to type out and I understand that it is beyond what most people consider for their fantasy games.

But that raises the question, why is it anime when a fighter does it but we are perfectly happy with the wizard doing it?

I am curious as to what some of the cool none anime things you would be happy with martials doing are? I am interested in where the line lies for you.

Magic for your first question.

So a hero jumping a large distance to land on the back of a dragon and maybe even do something cool like drive it to the ground or something like that. (like half the iconic monks art where hes jumping up to punch a t-rex in the face (yeah I love the iconic monk)) Impressive stuff that can be done with an extreme area of physicality but without breaking physics entirely. Captain america type things. I'm a o k with.


Malik Gyan Daumantas wrote:
Vidmaster7 wrote:
Malik Gyan Daumantas wrote:
Vidmaster7 wrote:
J4RH34D wrote:

Gallant Armor

The fact of the matter is that the way your group plays negates the disparity, or at least lessen's its effects.

You have made it clear that your party would rather fight your way through the horde of enemies than find an alternate path that avoids the combat.
This basically means that your players do not care overly much for narrative agency. They want to fight stuff and kill it.

Other people however value narrative agency over combat ability, but would still like to play a non magical character.
They want to be able to do things that give them the same options that a caster has.

If I am not an arcane caster and my foe teleports away, I am screwed. There is no way for me to chase them.
I want my fighter who can swing a sword better than any man alive to sunder the fabric of reality and tear a whole through which I can follow my foe.

See now I specifically and utterly don't want a fighter who can slash his sword through reality to teleport somewhere. To me that just sounds like a magic user with a sword. I don't mind them doing cool impressive feats but that is into true anime territory. Its fine for an optional book designed for people that want a game like that but I don't want that in my standard DnD PF fantasy. Now if we are talking artifact sword then sure.

I'm guessing you're not a fan of the magus cause if you think about it they are basically anime as all hell. Spell combat+Dimensional Agility is basically what you're talking about.

And since we're talking about anime, Can i just point out that paizo literally added a magical girl archetype into the game not too long ago?

your missing my point for the anime forest. I like the Magus magus is suppose to be a caster. Fighter is not suppose to be a caster. Cutting through reality is a magical affect. The fighter should be taking a non-magical means to do what hes doing or a magic item is
...

Just continuing with the pre-rehearsed arguments that ignore what i'm saying I see. So i'm not going to respond to anymore of your comments like that from here out. plus putting words in someone else mouth is very rude.


J4RH34D wrote:

Vid

Why is sundering reality to create a hole in the fabric of space an inherently magical phenomenon?
I just want to understand you.

I don't view it as magical in the slightest. I view it as a big ass burly man with innate mastery of his form having such precision and force in his strikes that he can slice the actual fabric of reality to create a hole.

I will try and think of some more examples later.

For sundering reality the amount of force it would take would be staggering and honesty i'm pretty sure it is not even calculable or possible to calculate because it may not even be possible in reality no matter what but that is going into theoretical physics.


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You see, jumping onto the back of a dragon breaks physics pretty reliably. It just breaks it in a way you can accept. That is okay. It gives me an idea of where your line is and why it is where it is.

I just don't feel comfortable with anyone claiming that Captain America has as much narrative agency as Doctor Strange or Vision.


J4RH34D wrote:

You see, jumping onto the back of a dragon breaks physics pretty reliably. It just breaks it in a way you can accept. That is okay. It gives me an idea of where your line is and why it is where it is.

I just don't feel comfortable with anyone claiming that Captain America has as much narrative agency as Doctor Strange or Vision.

Not on the outside sure. but he can reliably call in outside aid forge greater tactics then his allies that can help them succeed when they otherwise wouldn't He can take actions that a normal person can do to succeed and that can achieve the same results. He doens't have to have a power that says Cpt does X to suceed he can use his brain and what he does have to get the job done. You don't have to give the characters an I win button for them to win.


Sometimes character that have very few powers and have to improvise or otherwise figure things out make for better stories then all powerful ones that have the perfect ability to win because he has spell X prepared.


Vidmaster7 wrote:
J4RH34D wrote:

You see, jumping onto the back of a dragon breaks physics pretty reliably. It just breaks it in a way you can accept. That is okay. It gives me an idea of where your line is and why it is where it is.

I just don't feel comfortable with anyone claiming that Captain America has as much narrative agency as Doctor Strange or Vision.

Not on the outside sure. but he can reliably call in outside aid forge greater tactics then his allies that can help them succeed when they otherwise wouldn't He can take actions that a normal person can do to succeed and that can achieve the same results. He doens't have to have a power that says Cpt does X to suceed he can use his brain and what he does have to get the job done. You don't have to give the characters an I win button for them to win.

I agree with you completely. He is a central element to the story and the glue that gets a lot of stuff done.

However let's say that Vision was suddenly incredibly charismatic and had a good tactical mind. He could then do exactly the same stuff that Cap does and a bunch more. That is the thing. Most of Cap's use as an avenger comes from what would be reflected by roll play in pathfinder.
At least to my mind.
If we ignore his shield fighting style I think he would be best classified as a cavalier without a mount, giving people teamwork feats and inspiring them, dishing out challenges and the like.

I don't want an "I win button". I want more options than "I ask my friend that can do magic to help" or "I hit it with my shield".

I also agree with you on the force required to part reality and it most likely being impossible.
So I posit an alternative. We agree the teleporting wizard is breaking reality. They teleport and space becomes weakened around them. Weakened enough for the fighter to follow them.
The fighter can't just cut reality anywhere they want, but they can cut reality in the area a wizard broke it, for a short time afterwards.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Edit in response to your second post

Oh I agree that the struggle against magic with no tools can make for an amazing story. It is the story of the plucky underdog against great odds.
But that story requires that the underdogs are all underdogs.
You can't tell that story and make the struggle of Captain America to climb the mile high cliff mean something when Iron Man just flies past him. That makes for a funny moment. Once. After that it becomes tedious.

You can't have a party where some are the underdogs and others can wield this reality bending power, and still have the underdog story matter.


I could see something in the realm of piggy backing of the wizards magic. Kind of a cool concept really. I could see the rogue magic thief archetype (or prestige i forget which) doing something like that. Maybe even a fighter that maybe has some magical knowledge.

As far as the vision thing I think that would be very uh out of character and out of class for vision to suddenly start doing all that. to be fair though if you give anyone every ability of someone else its going to make that person naturally look redundant. If I gave vision all of doctor strange's powers even doctor strange will look weaker and redundant by comparison. Yeah cap definitely could fit in between caviler and shield brawler.

I do agree he has to role play to get things done and their should be character like that in pathfinder. Its already heavy in the genre. If every character had a magical out it would take something away form the game as a whole. Now don't get me wrong i'm ok if at higher levels if mundane are still able to press upon the boundaries of the impossible but shouldn't break those barriers.

Magic is literally suppose to break reality with the only explanation of hey its magic. That is kind of its thing.

Edit for your second part. You can it is just really hard to do. But im not saying I want that exactly mostly I'm saying that mundanes have to use other tools. If you really look into it The real difference between mundane measures and magical measure is the time it takes. Magic is way more convenient. You can summon an army of animals to fight your battle or spend 10 years raising and training them.


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The problem is that the tools the mundane has, the magical has as well.
That is the true problem.

People often mention that if the fighter wants to find allies he goes to petition the local king. If the wizard wants allies he can summon them, bind them, charm them, OR HE CAN GO AND PETITION THE LOCAL KING.

Those caps are not for shouting, but just to point out and emphasise.

Every single one of the tools available to the martial are available to the wizard. The wizard also has a whole lot more. That is the issue.
Options are incredibly important to players, and the wizard will always have more options.
Vision and Strange will always have more ways to deal with a problem than Cap.
Does that mean that Cap can't get the job done? No, it just means it's pointless for him to do it because everyone else can do it easier.

In a vacuum without Strange/Vision Cap is a very capable character, but when you compare him his abilities pale in comparison.

I am putting the leadership and tactics down to RP, as any character can be RP'd to be a good leader and be tactical. A wizard with student of philosphy for example can be both and have mechanical support for it.

~~~~~~~~~~~~~~
Continued Response to " If every character had a magical out it would take something away form the game as a whole."

I wholeheartedly agree.

But it would be great to have some more options for things I can do than "Punch it really hard and hope it stops being a problem."
Something unique to my martial chassis that lets me deal with a unique problem in a cool way.


Which Is why I said I feel a more robust Skill system is what mundane classes need. Let them achieve greater things especially at high levels with skills. That and I have always been on board with the whole give fighters more skill points thing. I'm not opposed at all to them having more things to do more non-combat options. I've also been a fan of systems that make magic have a down side as well. I think the disparity However gets exaggerated. I know you were just giving an example with the rift cutting but that is one thing I don't want a fighter class that seems like its using magic.


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That is understandable. People want different things in their fantasy and that is good. It means we get to read and tell different types of stories.

I don't think a revamp to the skill system is the way to go. It would be better than it is now as there would be more options. However magicals still have access to that system. You end up with the same problem. Magicals have all the same tools as martials and a bunch more.

You could try something like the rogue skill unlocks and only allow access to it via the martial classes. It would have to be free as well.

~~~~~~~~~~~~~~~~~
In play I find that the disparity often does not come up. This is not because it doesn't exist but because people don't take advantage of it. The few times it has come up I have had players become incredibly dejected and completely loose interest in the game. They stop having fun when there is simply no way for them to do anything similar to what a wizard is doing. Not that they expect to do the same thing, just that they want something to do besides "hit it till it goes away".


That funny to me cause I can say I've never played a fighter and thought man I wish I didn't have to hit that thing with this big ol sword of mine.

I was thinking something like skill unlocks yes. I haven't put THAT much thought into specifics.

Hmm well I don't know if it is that typical for wizards to have all the options I feel like to be a wizard requires a few investment of skill into knowledge's and such. I guess they could still ignore that and the options become more aviable but I feel they suffer as a wizard when they do that.


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A wizard that prioritises INT (all of them) can easily have 9 ranks a level. Easily. That is almost impossible for a fighter that still wants to hit things well.

I agree that as a fighter I want to hit stuff with my sword. But I can't hit stuff with my sword if it's flying, or if it teleports, or if its invisible. Or a bunch of other things that wizards have ways around, but the fighter relies on the wizard for.


Yeah well teleport is kind of a run away tactic and eventually it will fail the wizard unless the DM is just being a !@#$. If their teleporting away they are leaving something behind maybe a part of their plan or something. or the DM just didn't want them to die that day. I could see a skill unlock to help with invisible perception related. (Their is mundane ways around you GO POCKET CHALK!) Flying is the reason all my fighters carry a bow and can use it acceptably well. Their is ways around.

I've played in games without magic support and it sometimes is rough however I will agree but their is things you can do.

Yeah 9 skill points is a bit But I do concede on that one fighter need more skill points and maybe some skill unlock like class abilities.


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Vidmaster7 wrote:

That funny to me cause I can say I've never played a fighter and thought man I wish I didn't have to hit that thing with this big ol sword of mine.

It's not so much that people don't want to hit things. They don't want to be limited to "only being able to hit things".


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Vidmaster7 wrote:

Yeah well teleport is kind of a run away tactic and eventually it will fail the wizard unless the DM is just being a !@#$. If their teleporting away they are leaving something behind maybe a part of their plan or something. or the DM just didn't want them to die that day. I could see a skill unlock to help with invisible perception related. (Their is mundane ways around you GO POCKET CHALK!) Flying is the reason all my fighters carry a bow and can use it acceptably well. Their is ways around.

I've played in games without magic support and it sometimes is rough however I will agree but their is things you can do.

Yeah 9 skill points is a bit But I do concede on that one fighter need more skill points and maybe some skill unlock like class abilities.

He wasn't talking about the wizard as an enemy. He was just saying the class in general can do things, and the fighter basically needs a wizard on his side to counter certain magical effects, while the wizard can solve the same problems without needing the fighter to help.

As an example if some outsider turns invisible the wizard tags it with glitterdust. Then the fighter can hit it. The wizard can also use glitterdust, and other spells to take it down.

Basically the fighter is not independent enough, which goes back to people wanting to do more than just hit things. Just to be clear it doesn't mean they want him to be able to do everything a wizard can do.


I think their is some confusion I was saying that an enemy that teleports away isn't really that much of a threat hes igther leaving his plan behind or just running away to be fought later and the dm intended him to get away. So eventually he'll be in a situatuin where he won't teleport away. the chalk example was something you could do if they turn invisible butas I said that would be a cool skill unlock type thing for the figther to get some way of seeing invisible better with perception.

I keep saying this please read this if nothing else
>>>I am sooooo ok with the fighter getting more toys I want the fighter to have more toys. I just don't want the toys to be magic for all purposes except just name it something different.<<<

And I think some people DO in fact want the fighter to do everything the wizard does which defeats the purpose entirely.


Grandlounge wrote:
Quote:
*Have a longer adventuring day forcing them to ration resources (this can be accomplished with a ticking clock, or situations where rest isn't easy.)

A wizard at 6th level has 14 spells. Two per fight should be sufficient to swing fights, so you're looking at 7 combats per day. Other 9th level casters can have more spells. I think to achieve the goal you are describing it would be valuable be to get casters to use a lot of spells out of combat to solve other problems.

Most other class get tripped up by long days. Your 6th level casters are going to be toast, barbarian and brawlers lose potent class features. Character with really limited use abilities like paladins, cavaliers and inquisitors are also going to take a pretty big hit. The goal in balancing a game against wizards is has to have solutions that don't hinder other players to an equal or greater extent.

Fighter and slayers are top go all day classes but even they will have to spend much more gold on healing with more combats per day.

My high level spontaneous casters are using quicken spell and casting 30+ spells a day it's a big resource. I'm a bit more conservative on my prepared casters.

This is not to say your idea is incorrect but GMs should be cautious about how they go about it to ensure they balance the game and don't make it worse.

But part of the issue is the spell matching the scenario.


Isonaroc wrote:
Omnius wrote:
Matthew Downie wrote:

In a world where everyone has access to a dozen magic items, and you can fall two hundred feet onto pointy rocks and still punch out an elephant, it's basically anime.

(Whether the anime martial who can cut through walls and defeat dozens of foes in a few seconds can keep up with a flying teleporting mind-controlling angel-summoning wizard is another question...)

Western fantasy is deeply rooted in mythology.

Like, say, The Tain. Where Cuchulain goes friggin' super Saiyan and does all manner of ridiculous over-the-top nonsense.

Oh, but they'll say that Cú Chulainn (or Heracles or Gilgamesh or whoever) was a demigod and isn't comparable to "mundane martials." No nevermind to the fact that a 17th level martial should be anything but mundane.

EDUT:

Blackwaltzomega wrote:
The King In Yellow wrote:
Sixth, this isn't an anime. Martials shouldn't be doing anime stuff, unless they have access to magic. The game world should be (mostly) internally consistent. Guy with sword may know all kinds of tricks with that sword, but in the end, he's STILL just a guy with a sword. Not an anime character. (Note, I watch a lot of anime, but if I want to play with anime characters, I'll play in an anime-themed RPG. - That's what BESM and TFOS are for.)

My problem with this is that there's no point to a level system if that's the case.

A level 20 fighter is hundreds of thousands of EXP higher than a level 17 wizard. If the level 20 PC wealth fighter is a CR 20 encounter, he is worth more EXP than TWO fully equipped level 17 wizards.

Nobody in their right mind would ever choose to fight 2 level 17 wizards instead of the level 20 fighter unless the fight takes place in a dead magic zone because fighting something with a really dangerous full attack is not particularly hard for competent adventurers but fighting two enemies with 9th-level spells is a nightmare even if you know what you're doing. Most people wouldn't prefer to

...

Yes you mean they’ll say the truth? Since he was one? As was, say, Hercules? And Gilgamesh. Quite explicitly.


My particular solution was to do a virtual gold and slot system. There are no permanent items. Instead, starting at second level, the characters get virtual gold equal to their wealth by level that they can use to enhance their virtual slots (each slot is restricted to half their virtual gold per slot). A character can disrupt a slot, which after 24 hours gives them the virtual gold back to buy new "items".

The original purpose was to get players off the gold treadmill so that they were much less motivated by money. However it also reduced the disparity between martials and casters, as martials could now fly or teleport if they really desired.

Silver Crusade

Alright alright...It's honestly become obvious at this point, that the issue isn't so much Wizards but spells as a whole.

And the more you think about it the more you realize that those who don't have spells are just straight up outshined by those who do. And any of the full martial classes can easily be replicated by higher tiered archetypes

For example.
You want a Fighter? Kensai Magus and Warpriest
You want a Monk? Esoteric Magus, Sacred fist Warpriest, I'll even throw the Iroran Paladin in the mix.
Barbarain? Bloodrager though admittedly the difference between these 2 are minimal.
Rogue? Eldritch Scoundrel, Warlock Vigilante and Sandman Bard or Archaeologist if you don't care for the stabbies

I honestly could honestly go on and on, but my point is there are so many ways to get the same thing from the purely martial classes that trying to play a character that can't use magic in any capacity, is like trying to play fire emblem without anyone dying, you're only making things harder on yourself.

Especially in a setting like Golorian where magic of all kinds are pretty much prevalent in all but 3 places and death can just blind side you at any time. So the only reason you wouldn't use any sort of magic, is if you simply had no talent for it. Or you just plain hate it.

Thus the most optimal ways to play a character would be one who can cast spells, or someone specifically trained to kill spell-casters.

And that's pretty much the long and short of it.

Really when you got so many types of characters that can roughly do the same job on top of being able to cast spells, why would you ever play a full martial character....that isn't a barbarian? Other then like vidmaster pointed out being the underdog?

It's fairly clear to me now that for a game to have any real sort of balance I.E where one person doesn't just completely outshine the others, there cant be anything larger then a 2 tier difference between the party.

I.E if you have a Tier 2 character in the party, anything lower then a Tier 4 is gonna be outclassed and feel useless.

Prime example the Carrion Crown game I'm in.
We have
A Life Oracle
An Archaeologist Bard
a Bladebound/Hexcrafter Magus(Me)
and An Undead Scourge Paladin

Not only do we not outshine each other we compliment each other and cover each others weaknesses without it being overbearing.

And it's been working out great for us so far.

IDK maybe it works for me that way while not so much for others.


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Cavalier was always meant to be "Fighter who gets to do more stuff", but the class was just sidelined till forever because loss aversion makes mount seem like a burden rather than a situational benefit.


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Malik Gyan Daumantas wrote:

Alright alright...It's honestly become obvious at this point, that the issue isn't so much Wizards but spells as a whole.

Not just spells, but magic in general. Spells, SLA's, and SU's.

The mundane classes just don't do as much.

With that being said more than half of the classes have access to spells. Even the barbarian gets SU's, from rage powers and they help help give it utility.

The Life Oracle in your party could take over things if the player really wanted to focus on running it that way, and has good system mastery.

As for why play a martials it really depends on how the game is run, and what people expect to be able to do. I am running an arcanist, and while I could end fights early I use it more for support and problem solving. It actually saves me spells to buff the party, focus on crowd control and debuff the bad guys. I let the party do the heavy lifting.

I've run clerics that had a similar role. On the flip side I've run rangers(archer) and shredded enemies. I also had a higher level of system mastery than everyone else at the table.


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J4RH34D wrote:

Other people however value narrative agency over combat ability, but would still like to play a non magical character.

They want to be able to do things that give them the same options that a caster has.

I'm gonna cherry-pick this comment because I think it's wishful thinking that feels it's justified, when it actually isn't.

If they want to be non-magical and still have story relevance, then they should either stick to E6 (where magic and non-magic are somewhat comparable though even that is iffy), PFS (the plateau prior to where the Caster/Martial Disparity truly takes off), or find a different game that better supports the ideal that non-magical abilities can be just as effective as magical abilities (though by this point it's a matter of "Why bother to differentiate between the two if they are functionally the same?")

When a game is purposefully and specifically designed around having or using magic and spells, and goes out of its way to make said magic and spells vastly superior to most every other option out there, you shouldn't expect things that the game isn't specifically or purposefully designed around to be comparable, or even useful. And this becomes more and more true in the higher levels of gameplay simply because the game assumes some modicum of both optimization and access to magic, whether it's through the Big 6, possessing a Wizard and/or Cleric of some kind, and so on.

I cannot stress enough that, when a game is designed around magic and spellcasting (heretofore defined as "The Meta"), and you pick a class that doesn't adhere to "The Meta," you're only setting yourself up for failure and disappointment with the capabilities of your non-Meta character, especially later down the road where lack of versatile magic capabilities becomes more and more and more apparent.


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Vidmaster7 and J4RH34D elevating the thread with progressive discussion from different points of view.

Vidmaster, I'd like to step through the views you've expressed, and how some people can see them and respond with frustration.

The universal starting position is "PCs should be able to do stuff". If you are playing a game with characters that sports mechanical rules to define what they can/cannot do, then you've bought into that premise.

The next common step is PCs should probably be able to do stuff that's fun, cool, and the like. The NPC Commoner class can "do stuff", but is not often played because what it does is generally seen as insufficient for the experience most people want. Most, not all. "Commoner survival game" is a concept I'd like to try, and even if I wouldn't it's valid that other people would/have.

It's hopefully an acceptable premise then that, generally, PCs/their players want to do fun cool stuff. Some staples of fun cool stuff to do are turning invisible, flying, and teleportation.

Now you step in and, expressing your personal preferences, say no, you do not want PCs to turn invisible, fly and teleport. Not without magic.

You are entitled to this opinion. But in following through on it, you have created a divide. That's why it's often called the martial/caster disparity, because you've divided "PCs" into 2 sub-categories, casters inherently with magic, and martials inherently without. This is shown in a succinct question/answer between you and J4R:

"But that raises the question, why is it anime when a fighter does it but we are perfectly happy with the wizard doing it?"

"Magic for your first question."

Following this divide, caster PCs are entitled to teleport using their class features, and martial PCs are not.

This, in my opinion, is okay. Arguably I would say the entire point of a class system is to create diverse abilities so that some things can only be done best, or maybe even at all, by the appropriate classes.

So you have presented this divide, magic and non-magic, or martials and casters, and said that "Only casters should get in-class teleport".

What, then, should only martials get that casters don't, on the other side of this divide?

Answering this with examples that feel like a satisfying alternative to invisibility, flying, teleportation etc. is where some people feel the frustration seen in this/a million other threads. Because magic is a childish wish-fulfilment concept, and thus generally allowed to do all that skill and experience may achieve and more.

Note that people generally want examples of ends, not means. A fighter wearing armour is not an ends. People don't generally wear armour for the intrinsic joy of wearing armour. Fighters wear armour for the ends of having effective defences. In some editions they may actually have had the most effective defences, but in Pathfinder a wizard can cast mage armour, shield, and as they progress in levels apply additional measures such as mirror image, turning invisible, flying, teleporting, merging into the walls, summoning a posse of powerful monsters to act as bodyguards, and so on. Thus, in the general sense, fighters don't actually feel notably more well-defended than capable wizards. You can use specific counter-tactics to try and make a wizard vulnerable, but this also applies to the fighter, who is often rendered vulnerable by actions not even specifically intended to counter them, such as asking for a will save (Yes Armed Bravery is a thing, one that makes a fighter almost as good at will saves as a wizard, not better).

As J4R pointed out, your example of Captain America's positive points were not examples of martial class features. They were either examples of role-play by a player, independent of their class, or examples of skill checks, which a wizard will generally outperform a fighter on, since they typically have more skill points. J4R marking Cap as being a cavalier was very clever, because it shows a mechanical implementation of his leadership qualities via teamwork feats. Outside of that, Cap's concept isn't mechanically served by most martials. There are a thin offering of means by which a martial can effectively use charisma or leadership to "inspire" allies to better mechanical performance. Often, if people want a charismatic leader, they look for a bard, which CAN inspire their allies to perform better mechanically with aptly-named abilities like Inspire Courage and Inspire Competence.

The list of things casters can do in-class and martials cannot has a lot of very appealing content. The list of things martials can do that casters cannot, or should not, be able to do feels sorely lacking by comparison. That's what "disparity" means.

You may not mind, or think it's how it should be. There's also a level 1/level 20 disparity, by design. Some people feel the same about the martial/caster disparity, and some don't. When elements of published books such as class selection, experience progress, the CR system etc. present martials and casters as equal options, however, and experience of play does not bear that out, the latter may feel disappointed. It doesn't mean martials do nothing, but martials can feel more like nice-to-haves, while casters feel like must-haves in a range of situations.

Personally, I'd like hearing what you feel should be possible only for martials, and not-reproducible by spells.


If wizards weren't overpowered, my sorcerer might start getting criticized.


I feel the need to point out that Fighters can actually fairly easily get up to 9 skill points a level now... eventually. There's an AAT for one skill (up to four times) and an AWT for two (up to twice). Heavily restricted in what you can take but the list isn't awful. It's not great but at least it's not awful.

As for the rest... well, nothing new has been said. "I've solved this"/"I've never had this problem"->"You must be doing something different"->"No I'm not! (usually followed by an accidental reveal of changes)"/"<extensive list of houserules needed to make it work"/"<technically within the rules workaround that makes the game go wonky>".


I know it can be done, it just requires much much less effort for a wizard.


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J4RH34D wrote:

Gallant Armor

The fact of the matter is that the way your group plays negates the disparity, or at least lessen's its effects.

You have made it clear that your party would rather fight your way through the horde of enemies than find an alternate path that avoids the combat.
This basically means that your players do not care overly much for narrative agency. They want to fight stuff and kill it.

Other people however value narrative agency over combat ability, but would still like to play a non magical character.
They want to be able to do things that give them the same options that a caster has.

If I am not an arcane caster and my foe teleports away, I am screwed. There is no way for me to chase them.
I want my fighter who can swing a sword better than any man alive to sunder the fabric of reality and tear a whole through which I can follow my foe.

My group has used magic to completely negate an encounter (or possibly a series of encounters). We used a series of scrolls, hexes and prepared spells to rescue someone without interacting with the guards at all. All of the players contributed to the plan, put only one character actually did anything in game. It was fun, but if we did that often that would mean sidelining characters a good portion of the time which is something we try not to do.

I'm not sure where narrative agency comes in. Most campaigns involve some task and enemies being put in the way of the party who prevent the completion of that task. Getting rid of that threat makes the most sense logically. If a party wants to use disguise, stealth, bluff, diplomacy and/or magic to get around encounters that is their prerogative, but if those are to be primary tactics there would be no reason to play a martial focused character as they would have nothing to contribute much of the time.

It sounds like you want to be a 3/4 BAB caster, not a full martial class. All classes exist on a spectrum of reliable to flexible. The more reliable classes can do what they do nearly endlessly, but are more limited in what they can do. The more flexible classes can do more things, but are limited in how often they can do them. This is the balance point.

There are many classes that are very much in the middle; magus, alchemist, inquisitor, summoner, warpriest, shaman to name a few. These classes have per day resources to do many amazing things, and are still viable when not using those resources.


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Gallant Armor wrote:
J4RH34D wrote:

Gallant Armor

The fact of the matter is that the way your group plays negates the disparity, or at least lessen's its effects.

You have made it clear that your party would rather fight your way through the horde of enemies than find an alternate path that avoids the combat.
This basically means that your players do not care overly much for narrative agency. They want to fight stuff and kill it.

Other people however value narrative agency over combat ability, but would still like to play a non magical character.
They want to be able to do things that give them the same options that a caster has.

If I am not an arcane caster and my foe teleports away, I am screwed. There is no way for me to chase them.
I want my fighter who can swing a sword better than any man alive to sunder the fabric of reality and tear a whole through which I can follow my foe.

My group has used magic to completely negate an encounter (or possibly a series of encounters). We used a series of scrolls, hexes and prepared spells to rescue someone without interacting with the guards at all. All of the players contributed to the plan, put only one character actually did anything in game. It was fun, but if we did that often that would mean sidelining characters a good portion of the time which is something we try not to do.

It sounds like you want to be a 3/4 BAB caster, not a full martial class. All classes exist on a spectrum of reliable to flexible. The more reliable classes can do what they do endlessly, but are more limited in what they can do. The more flexible classes can do more things, but are limited in how often they can do them. This is the balance point.

There are many classes that are very much in the middle; magus, alchemist, inquisitor, summoner, warpriest, shaman to name a few. These classes have per day resources to do many amazing things, and are still viable when not using those resources.

That is a fallacy.

Fighters are as reliant on their resources as a wizard is. The fighter's resource is their HP. They could end up going for a fight without taking a hit but this is very unlikely.
They will get hit, and they will get hurt, and they will run out of HP. Now when the cleric runs out of healing the fighter can't just keep going. They will keep losing HP and will run out of their resource.

Fighters are reliant on their own resources and the resources of their party.

Beyond just the fallacy you are literally highlighting the C/MD.
"but if we did that often that would mean sidelining characters a good portion of the time".
If everyone could actually contribute to actually going through with the plan nobody would need to be sidelined. Instead it became a situation where only one person had the tools to complete the task and everyone else watched them do it.


J4RH34D wrote:
Gallant Armor wrote:
J4RH34D wrote:

Gallant Armor

The fact of the matter is that the way your group plays negates the disparity, or at least lessen's its effects.

You have made it clear that your party would rather fight your way through the horde of enemies than find an alternate path that avoids the combat.
This basically means that your players do not care overly much for narrative agency. They want to fight stuff and kill it.

Other people however value narrative agency over combat ability, but would still like to play a non magical character.
They want to be able to do things that give them the same options that a caster has.

If I am not an arcane caster and my foe teleports away, I am screwed. There is no way for me to chase them.
I want my fighter who can swing a sword better than any man alive to sunder the fabric of reality and tear a whole through which I can follow my foe.

My group has used magic to completely negate an encounter (or possibly a series of encounters). We used a series of scrolls, hexes and prepared spells to rescue someone without interacting with the guards at all. All of the players contributed to the plan, put only one character actually did anything in game. It was fun, but if we did that often that would mean sidelining characters a good portion of the time which is something we try not to do.

It sounds like you want to be a 3/4 BAB caster, not a full martial class. All classes exist on a spectrum of reliable to flexible. The more reliable classes can do what they do endlessly, but are more limited in what they can do. The more flexible classes can do more things, but are limited in how often they can do them. This is the balance point.

There are many classes that are very much in the middle; magus, alchemist, inquisitor, summoner, warpriest, shaman to name a few. These classes have per day resources to do many amazing things, and are still viable when not using those resources.

That is a fallacy.

Fighters are as reliant on...

I have played campaigns with no main healer. It is possible to rely on consumables and have no per day healing.

So you want fighters to be able to do what they do as well as they do now and do wizard stuff as well as the wizard does? I can't help you there. If the Magus and similar classes don't do it for you I can't imagine what it is you want.

Fighters are better at fighting but don't get magic, wizards get magic but aren't good at fighting, a magus can do both but not quite as well as the classes that focus on one or the other.

If none of these options work for you then I would suggest finding another system that gives you what you want.

Silver Crusade

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Gallant Armor wrote:
J4RH34D wrote:
Gallant Armor wrote:
J4RH34D wrote:

Gallant Armor

The fact of the matter is that the way your group plays negates the disparity, or at least lessen's its effects.

You have made it clear that your party would rather fight your way through the horde of enemies than find an alternate path that avoids the combat.
This basically means that your players do not care overly much for narrative agency. They want to fight stuff and kill it.

Other people however value narrative agency over combat ability, but would still like to play a non magical character.
They want to be able to do things that give them the same options that a caster has.

If I am not an arcane caster and my foe teleports away, I am screwed. There is no way for me to chase them.
I want my fighter who can swing a sword better than any man alive to sunder the fabric of reality and tear a whole through which I can follow my foe.

My group has used magic to completely negate an encounter (or possibly a series of encounters). We used a series of scrolls, hexes and prepared spells to rescue someone without interacting with the guards at all. All of the players contributed to the plan, put only one character actually did anything in game. It was fun, but if we did that often that would mean sidelining characters a good portion of the time which is something we try not to do.

It sounds like you want to be a 3/4 BAB caster, not a full martial class. All classes exist on a spectrum of reliable to flexible. The more reliable classes can do what they do endlessly, but are more limited in what they can do. The more flexible classes can do more things, but are limited in how often they can do them. This is the balance point.

There are many classes that are very much in the middle; magus, alchemist, inquisitor, summoner, warpriest, shaman to name a few. These classes have per day resources to do many amazing things, and are still viable when not using those resources.

That is a fallacy.
...

I think what he's asking for is a way for a fighter to be relevant without the wizards help.


Malik Gyan Daumantas wrote:
Gallant Armor wrote:
J4RH34D wrote:
Gallant Armor wrote:
J4RH34D wrote:

Gallant Armor

The fact of the matter is that the way your group plays negates the disparity, or at least lessen's its effects.

You have made it clear that your party would rather fight your way through the horde of enemies than find an alternate path that avoids the combat.
This basically means that your players do not care overly much for narrative agency. They want to fight stuff and kill it.

Other people however value narrative agency over combat ability, but would still like to play a non magical character.
They want to be able to do things that give them the same options that a caster has.

If I am not an arcane caster and my foe teleports away, I am screwed. There is no way for me to chase them.
I want my fighter who can swing a sword better than any man alive to sunder the fabric of reality and tear a whole through which I can follow my foe.

My group has used magic to completely negate an encounter (or possibly a series of encounters). We used a series of scrolls, hexes and prepared spells to rescue someone without interacting with the guards at all. All of the players contributed to the plan, put only one character actually did anything in game. It was fun, but if we did that often that would mean sidelining characters a good portion of the time which is something we try not to do.

It sounds like you want to be a 3/4 BAB caster, not a full martial class. All classes exist on a spectrum of reliable to flexible. The more reliable classes can do what they do endlessly, but are more limited in what they can do. The more flexible classes can do more things, but are limited in how often they can do them. This is the balance point.

There are many classes that are very much in the middle; magus, alchemist, inquisitor, summoner, warpriest, shaman to name a few. These classes have per day resources to do many amazing things, and are still viable when not using those

...

If this were a system with only a few classes then I could see the point. There are plenty of classes that can be useful in and out of combat, the fighter is not one of them.

This is why you have a session 0. If you want the game to be less combat focused that is fine, but you can't then choose to be a fighter and complain about not having anything to do. If you are playing in a group that likes to find creative solutions to problems, be a class that can add to those potential solutions.

Grand Lodge

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Gallent Armor

At level 12 it's easy for a group to take 270 damage total. That's with you 8 - 12 combats.

10ish wands pe day

7500 gp per day in 6 days one pc loses all of there wealth by level or everybody is down 1/4 in a group of 4.

Seems harsh on consumables.


Grandlounge wrote:

Gallent Armor

At level 12 it's easy for a group to take 270 damage total. That's with you 8 - 12 combats.

10ish wands pe day

7500 gp per day in 6 days one pc loses all of there wealth by level or everybody is down 1/4 in a group of 4.

Seems harsh on consumables.

I'm not sure I understand your math. A wand of CLW has 50 charges and can heal an average of 5.5 HP per charge. That works out to 275 HP per wand. With your example of 270 HP damage total, that would be a bit less than a wand per day which isn't unreasonable.

Also, healing consumables don't have to come out of WBL.


1 person marked this as a favorite.
Gallant Armor wrote:
Grandlounge wrote:

Gallent Armor

At level 12 it's easy for a group to take 270 damage total. That's with you 8 - 12 combats.

10ish wands pe day

7500 gp per day in 6 days one pc loses all of there wealth by level or everybody is down 1/4 in a group of 4.

Seems harsh on consumables.

I'm not sure I understand your math. A wand of CLW has 50 charges and can heal an average of 5.5 HP per charge. That works out to 275 HP per wand. With your example of 270 HP damage total, that would be a bit less than a wand per day which isn't unreasonable.

It's 270 damage per encounter, not day.


necromental wrote:
Gallant Armor wrote:
Grandlounge wrote:

Gallent Armor

At level 12 it's easy for a group to take 270 damage total. That's with you 8 - 12 combats.

10ish wands pe day

7500 gp per day in 6 days one pc loses all of there wealth by level or everybody is down 1/4 in a group of 4.

Seems harsh on consumables.

I'm not sure I understand your math. A wand of CLW has 50 charges and can heal an average of 5.5 HP per charge. That works out to 275 HP per wand. With your example of 270 HP damage total, that would be a bit less than a wand per day which isn't unreasonable.
It's 270 damage per encounter, not day.

That would be an insane average encounter. For a 4 person party that's 67.5 damage per person. With that average the wizard would be put to single digits or lower with the average encounter.

Given that some encounters should make the party feel challenged and some should make them feel powerful, as least one encounter a day would outright kill at least one party member.

If your party is taking that amount of damage with the average encounter it is time to address tactics and gear to boost AC and saves.

Grand Lodge

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Gallant Armor wrote:
Grandlounge wrote:

Gallent Armor

At level 12 it's easy for a group to take 270 damage total. That's with you 8 - 12 combats.

10ish wands pe day

7500 gp per day in 6 days one pc loses all of there wealth by level or everybody is down 1/4 in a group of 4.

Seems harsh on consumables.

I'm not sure I understand your math. A wand of CLW has 50 charges and can heal an average of 5.5 HP per charge. That works out to 275 HP per wand. With your example of 270 HP damage total, that would be a bit less than a wand per day which isn't unreasonable.

Also, healing consumables don't have to come out of WBL.

Per encounter as was stated necromental. And if they don't come out of wealth by level now your changing the rules not the play style to adapt the game, which seems to be a different point than you point you were making. I understood it to be, do these things they will handicap wizards and not other classes without having to change the rules.


Grandlounge wrote:
Gallant Armor wrote:
Grandlounge wrote:

Gallent Armor

At level 12 it's easy for a group to take 270 damage total. That's with you 8 - 12 combats.

10ish wands pe day

7500 gp per day in 6 days one pc loses all of there wealth by level or everybody is down 1/4 in a group of 4.

Seems harsh on consumables.

I'm not sure I understand your math. A wand of CLW has 50 charges and can heal an average of 5.5 HP per charge. That works out to 275 HP per wand. With your example of 270 HP damage total, that would be a bit less than a wand per day which isn't unreasonable.

Also, healing consumables don't have to come out of WBL.

Per encounter as was stated necromental. And if they don't come out of wealth by level now your changing the rules not the play style to adapt the game, which seems to be a different point than you point you were making. I understood it to be, do these things they will handicap wizards and not other classes without having to change the rules.

I'm not saying consumables should or shouldn't come out of WBL, I am saying they don't have to. If a party doesn't have a healer, it makes sense for there to be a cost associated with that choice.

270 HP damage for an average encounter means that something is wrong. Either the party is not geared properly or they are using poor tactics such as not focusing damage. That would take three channels to heal the party every encounter. Even at 4 encounters per day that would be difficult to handle without a dedicated healbot.


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Gallant Armor wrote:
necromental wrote:
Gallant Armor wrote:
Grandlounge wrote:

Gallent Armor

At level 12 it's easy for a group to take 270 damage total. That's with you 8 - 12 combats.

10ish wands pe day

7500 gp per day in 6 days one pc loses all of there wealth by level or everybody is down 1/4 in a group of 4.

Seems harsh on consumables.

I'm not sure I understand your math. A wand of CLW has 50 charges and can heal an average of 5.5 HP per charge. That works out to 275 HP per wand. With your example of 270 HP damage total, that would be a bit less than a wand per day which isn't unreasonable.
It's 270 damage per encounter, not day.

That would be an insane average encounter. For a 4 person party that's 67.5 damage per person. With that average the wizard would be put to single digits or lower with the average encounter.

Given that some encounters should make the party feel challenged and some should make them feel powerful, as least one encounter a day would outright kill at least one party member.

If your party is taking that amount of damage with the average encounter it is time to address tactics and gear to boost AC and saves.

I had around 90 hp with my oracle at 12th lvl (slightly above average), the rest of our party had somewhat above and wizard was similar as mine maybe couple of hp less.

If the enemies cannot deal 60 damage per PC they are of no threat at all. I really don't understand the benchmark of your 8-12 encounters now. Why is the wizard casting all of his spells if enemies cannot legitimately threaten the party? Also i think this is the level that our wiz acquired staff-like wand, and had no chance at all at for running out of spells.

Grand Lodge

1 person marked this as a favorite.
Gallant Armor wrote:
necromental wrote:
Gallant Armor wrote:
Grandlounge wrote:

Gallent Armor

At level 12 it's easy for a group to take 270 damage total. That's with you 8 - 12 combats.

10ish wands pe day

7500 gp per day in 6 days one pc loses all of there wealth by level or everybody is down 1/4 in a group of 4.

Seems harsh on consumables.

I'm not sure I understand your math. A wand of CLW has 50 charges and can heal an average of 5.5 HP per charge. That works out to 275 HP per wand. With your example of 270 HP damage total, that would be a bit less than a wand per day which isn't unreasonable.
It's 270 damage per encounter, not day.

That would be an insane average encounter. For a 4 person party that's 67.5 damage per person. With that average the wizard would be put to single digits or lower with the average encounter.

Given that some encounters should make the party feel challenged and some should make them feel powerful, as least one encounter a day would outright kill at least one party member.

If your party is taking that amount of damage with the average encounter it is time to address tactics and gear to boost AC and saves.

Wizards at that level often have nearly 100 hp.

(4+ 2 con + 2 Con from a belt) * 12 = 96 more or other way to get there with fbc, toughness, etc.

A barbarian is around 168 raging before that's 16 con and a +4 con belt. No fcd or toughness.

4 players averageing about 130hp each taking 1/2 hp per combat with some combats causing very little damge others around half, and other yet more damage 3/4 and some with kos.

That gets you to about 65 per pc per combat.

If combats are not challenging how do you get a wizard to spend some good spells they likely have the best knowledges checks at the table?


necromental wrote:
Gallant Armor wrote:
necromental wrote:
Gallant Armor wrote:
Grandlounge wrote:

Gallent Armor

At level 12 it's easy for a group to take 270 damage total. That's with you 8 - 12 combats.

10ish wands pe day

7500 gp per day in 6 days one pc loses all of there wealth by level or everybody is down 1/4 in a group of 4.

Seems harsh on consumables.

I'm not sure I understand your math. A wand of CLW has 50 charges and can heal an average of 5.5 HP per charge. That works out to 275 HP per wand. With your example of 270 HP damage total, that would be a bit less than a wand per day which isn't unreasonable.
It's 270 damage per encounter, not day.

That would be an insane average encounter. For a 4 person party that's 67.5 damage per person. With that average the wizard would be put to single digits or lower with the average encounter.

Given that some encounters should make the party feel challenged and some should make them feel powerful, as least one encounter a day would outright kill at least one party member.

If your party is taking that amount of damage with the average encounter it is time to address tactics and gear to boost AC and saves.

I had around 90 hp with my oracle at 12th lvl (slightly above average), the rest of our party had somewhat above and wizard was similar as mine maybe couple of hp less.

If the enemies cannot deal 60 damage per PC they are of no threat at all. I really don't understand the benchmark of your 8-12 encounters now. Why is the wizard casting all of his spells if enemies cannot legitimately threaten the party? Also i think this is the level that our wiz acquired staff-like wand, and had no chance at all at for running out of spells.

Staff like wand is useful to get near infinite low level spells, the point is to limit how often they get their most powerful abilities.

Players should certainly be able to handle an APL encounter without each character losing 2/3 of their hit points. Even an APL+1 shouldn't be that hard to beat.

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