Stuff That You Wish Paizo Had Done For Pathfinder 1E?


Pathfinder First Edition General Discussion

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Just make sure if you boost spells it doesn't make powerful casters even more powerful than they already are (the ones that could use a boost, they might be okay).


Much better grappling rules would have been nice. Also using grapple for stuff like holding on to a much bigger creature for dear life to attack it or avoid being attacked.


JiCi wrote:
Ryan Freire wrote:

Lower level spells ARE viable at higher levels. They're the ones that get maximized/empowered/quickened/intensified/heightened. People don't just stop throwin fireballs at level 15...they just throw maximized empowered ones, or quickened ones.

The entire Optimized Blaster picks one 3rd or 4th level spell and rides it all the way to level 20

Edit: additionally

My issue that you need to take higher spell slots to power up your low-level spells. Also, I don't think that using higher spell slots increase a spell's DC. Furtehrmore, there's some items that grant more low-level spells like the Rings of Wizardry, while wands can be crafted with higher caster levels.

Feels like unless the spell requires an attack roll, you can ditch any spell that has a Save DC.

Ryan Freire wrote:

Most magus builds pick a 1st level spell and ride it their entire career

Resist energy is always relevant - 2nd level

Haste is always welcome -3rd level

Defensive and buffing spells aren't much of the problem here.

Dale McCoy Jr wrote:
Yea, I really don't get the low-level spells aren't viable at higher levels thing. I tend to use less low-level spells requiring saving throws at high levels. Comprehend languages is never bad when you want to read some crazy text. Grease always gets you out of a jam. Mage armor, shield, shocking grasp, enlarge person, reduce person, expeditious retreat, false life, bull's strength/bear's endurance/etc, invisibility. I can keep going.
I'm saying that there aren't good low-level spells at higher levels. I'm just saying that many offensive spells become less and less viable. Yes, you can use your higher-level spells to fight, but... you're gonna regret it when the bigger monster shows up.

Again...literally every optimized blaster build picks a 3rd level spell and uses metamagic to ride it all the way to endgame.

Spells will never need a scaling save dc.


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A slayer archetype that gives an animal companion.

More classes that can get drake companions... and make drake companions viable

More weapons that do mounted charge damage. There's a reason you only see lances being used when you have a mount... it's the only weapon that gets this.

An official archetype or feat that allows a monk to use INT instead of WIS.

A god of jousting that has animal domain and has lance as favourite weapon.
So you can turn your cleric into a cavalier.

A feat or class ability that allows you to maintain all current grapples at once.


Anyone here that would have love "better" Construct modifications?

- The Construct Armor should 1) have given an Armor bonus equal to, say, 25% of the Construct's Natural Armor (not the same bonus as a breastplate), and 2) have been available for any Construct from one size smaller than the creator to one size larger (not of the same exact size). A +6 breastplate made of one of the rare Medium Constructs doesn't sound appealing.

- The Construct Limb should 1) have given the same natural weapon as the base Construct, resized for you and 2) have been available for any Construct from one size smaller than the creator to one size larger (not of Small or Tiny). You should have been able to camouflage your Iron Shield Guardian Golem into a gauntlet that deals 2d8 points of damage, not to mention that again, there are few Small and Tiny Constructs.


Create a engineer class for people who like to play creating stuff, create robots and use gun's, grenade and rocket launcher


Y'know, without going too much into awkward fandoms, a race of quadrupal creatures, not a bipedal variant

Examples:
Red XIII (Final Fantasy 7)
Repede (Tales of Vesperia)
Amaterasu (Okami)
Yuumi (League of Legends)
Spyro the dragon


JiCi wrote:

Examples:

Red XIII (Final Fantasy 7)
Repede (Tales of Vesperia)
Amaterasu (Okami)
Yuumi (League of Legends)
Spyro the dragon

My Little Pony (already done by 3rd party, but relevant to the list)


In 3.5 there was an optional rule that it let the familiar of a wizard to gain lv in a class at 1/3 of the cl of the mage. That could be so good for some build mage it Pathfinder

Shadow Lodge

SilvercatMoonpaw wrote:
JiCi wrote:

Examples:

Red XIII (Final Fantasy 7)
Repede (Tales of Vesperia)
Amaterasu (Okami)
Yuumi (League of Legends)
Spyro the dragon
My Little Pony (already done by 3rd party, but relevant to the list)

Luckily the In the Company of [Creature] series(3rd party) covers a few, including Dragons and Unicorns.


Well I wish they created a mythic legendary creature like Bahamute, Fenrir and the succubus demon Lilith they could be the heralds of dead or forgotten God's before the creation of golarion


Stats for legendary monsters like Bahamut, Cerberus, Fenrir, Yamata no Orochi, etc. would have been cool.


That Horror Adventures gave us a new class or at least reprinted the void kineticist element(Planar Adventures would have worked as well). Though more non-evil character options would have been nice as well.


Would have liked more themed books like modern, steampunk, cyberpunk, fairy tale, prehistoric/primitive, etc.

A lot more racial feats, personally I think every playable race should have gotten at least 10 racial feats.

A lot more information, inhabitants, creatures, etc. for the other continents, other planets, dimension of dreams, dimension of time, positive energy plane, and negative energy plane(non-undead).

That all spontaneous casters got an extra spell known at each spell level from 1st to 9th.


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*sees the Riding Drake from P2E Advanced Player's Guide*

That would have been nice to get ^^;

EDIT: Ah screw it :P

Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural armor; Attack bite (1d6), tail (1d4); Ability Scores Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 14; Special Attacks Breath weapon (15-ft. cone, DC 10 + 2/HD + Con modifier, 1d4 fire/2 HD); Special Qualities darkvision 60ft, low-light vision, scent, immunity to sleep and paralysis.

7th-Level Advancement: Size Large; AC +4 natural armor; Attack bite (1d8), tail (1d6); Ability Scores Str +8, Dex -2, Con +4; Special Attacks Breath weapon (30-ft. cone, DC 10 + 2/HD + Con modifier, 1d6 fire/2 HD);

Shadow Lodge

JiCi wrote:

*sees the Riding Drake from P2E Advanced Player's Guide*

That would have been nice to get ^^;

EDIT: Ah screw it :P

Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural armor; Attack bite (1d6), tail (1d4); Ability Scores Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 14; Special Attacks Breath weapon (15-ft. cone, DC 10 + 2/HD + Con modifier, 1d4 fire/2 HD); Special Qualities darkvision 60ft, low-light vision, scent, immunity to sleep and paralysis.

7th-Level Advancement: Size Large; AC +4 natural armor; Attack bite (1d8), tail (1d6); Ability Scores Str +8, Dex -2, Con +4; Special Attacks Breath weapon (30-ft. cone, DC 10 + 2/HD + Con modifier, 1d6 fire/2 HD);

We did. It's linked to a particular class and archetype, though.


zimmerwald1915 wrote:
JiCi wrote:

*sees the Riding Drake from P2E Advanced Player's Guide*

That would have been nice to get ^^;

EDIT: Ah screw it :P

Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural armor; Attack bite (1d6), tail (1d4); Ability Scores Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 14; Special Attacks Breath weapon (15-ft. cone, DC 10 + 2/HD + Con modifier, 1d4 fire/2 HD); Special Qualities darkvision 60ft, low-light vision, scent, immunity to sleep and paralysis.

7th-Level Advancement: Size Large; AC +4 natural armor; Attack bite (1d8), tail (1d6); Ability Scores Str +8, Dex -2, Con +4; Special Attacks Breath weapon (30-ft. cone, DC 10 + 2/HD + Con modifier, 1d6 fire/2 HD);

We did. It's linked to a particular class and archetype, though.

Yeah, there's just one little problem: You can't ride your drake until 9th level if you're Small or 13th level if you're Medium.


Yeah, that was pointless when you had to wait so long to use them as a mount.

Has anyone ever traded your two traits for a feat?


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Dragon78 wrote:

Yeah, that was pointless when you had to wait so long to use them as a mount.

Has anyone ever traded your two traits for a feat?

There is a feat that allows you to ride a creature of your own size, but since the drake gets larger anyway, it's a wasted feat. In another topic to "fix archetypes", I homebrewed a fix that has your drake being either Medium or Large from the start, similar to a cavalier's mount. It is different from the animal companion, because a druid or ranger does NOT have to ride it.

The drake itself feels wrong when it comes to its mecanics:
* Its size starts as Tiny, but it's tied to its level. There's no power to select that would grow it faster.

* Its alignment comes into conflict, because it's "any non-good". The fact that there's a Paladin archetype with a rideable drake rubs me the wrong way.

* You cannot properly customize the drake. The rideability takes like two powers, same with the flight. The breath weapon is weak and the rest is worthless.

This is why I flipped out when I saw the Riding Drake for P2E, because THIS is what I would have loved to get in P1E, for many reasons:
* It's Large
* It's loyal
* It's powerful
* It has a Breath Weapon 1/hour with decent damage
* It's actually a Drake. Yeah, a "drake" is a wingless dragon. PF's drakes are more wyvern-like in shape :P


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With the mech playtest going on right now for Starfinder, I kinda wished that we got a steampunk-like Large armored mech suit :P


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Alternate version of the Ninja would have been nice like a Cha based monk AC/martial arts focused one, Cha based spontaneous caster version, shadow power based version, etc.

A ki focused Samurai that uses ki to enhance sword attacks, release energy blasts from their blades, block normal and magical attacks, etc.

Dark Archive

Dragon78 wrote:
A ki focused Samurai that uses ki to enhance sword attacks, release energy blasts from their blades, block normal and magical attacks, etc.

That sounds neat. It could, like the Magus, have an array of options, some of them more like 'Force powers,' others full out anime-style colorful energy blasts, to allow for multiple styles (for those who don't want it 'too cartoony' or want a more serious spiritual feel to it, and those who want all the over the top anime fun).

Sadly the Samurai itself seems to be a bit of a red-headed stepchild, so new and sexy archetypes for it seem really, really low on the priorities list...


What you're describing feels like what the Elemental Knight (kineticist archetype) should have been.


The option for Barbarians and kineticist to use their Con mod for unarmored AC bonus(plus the dodge bonuses that monks get based on level). Some other classes like Brawler, Vigilante, etc. could fit as well.


Personally all breath weapon special special abilities from class and race should be usable every 1d4 rounds(with no limit otherwise) or at least usable once every 10 minutes or an hour.


Dragon78 wrote:
Personally all breath weapon special special abilities from class and race should be usable every 1d4 rounds(with no limit otherwise) or at least usable once every 10 minutes or an hour.

I personally consider the 1d4 rounds thing to be a PITA to track, so I would not want it to spread further. I much prefer the 4e version; once per encounter, or recharge on a dieroll (roll a d6 at the start of your turn for each ability you need to recharge - if you get the required number, which is usually 5+ but sometimes veries).

_
glass.


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glass wrote:
Dragon78 wrote:
Personally all breath weapon special special abilities from class and race should be usable every 1d4 rounds(with no limit otherwise) or at least usable once every 10 minutes or an hour.

I personally consider the 1d4 rounds thing to be a PITA to track, so I would not want it to spread further. I much prefer the 4e version; once per encounter, or recharge on a dieroll (roll a d6 at the start of your turn for each ability you need to recharge - if you get the required number, which is usually 5+ but sometimes veries).

_
glass.

The main issue I had with the "once per encounter" rule is that an "encounter" isn't a fixed amount of time, and that there is some unknown force that doesn't allow you to make the same move. It doesn't help that the encounter can last as long as the DM wishes, in comparison of a minute being 10 rounds.

That's like saying "at the next town" during a road trip, but towns aren't at the same distances. As better examples, it's like in a fighting game, you couldn't use a special move more than once per round, or in a first-person shooter, you couldn't reload until you die and respawn.

It was like in a MMORPG, but without the recovery times, in this case, 1/round per power level.


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One thing that keeps on popping in my head is about spellcasting and how restrictive it can be...
* No powerful at-will cantrips, like in P2E.

* Armors limiting your casting.

* Casting in melee is too risky; a feat thatr allowed you cast spells without triggering attacks of opportunity would have been a boon.

* Casting from afar got you ranged attack penalties for hitting targets and could strike your allies with spells and areas of effects.

* Metamagic feats using spell slots for other spells, instead of just adding casting time.

* Staves and wands being available for casters, but being level-locked, in addition of wands not being alternate daggers or maces, and staves not being greatclubs, or two-handed maces.

* Familiars not granting much flexibility as animal companions. One thing taht would have been cool is a familiar growing to Large, like a better Mauler. I do recall some D&D 3.5 spells that bolstered familiars, and Polymorph Familiar doesn't let you shape it above Small.

* No option for mounted spellcasters.

* The only viable spellcasters are the one with decent combat abilities.


JiCi wrote:
The main issue I had with the "once per encounter" rule is that an "encounter" isn't a fixed amount of time, and that there is some unknown force that doesn't allow you to make the same move. It doesn't help that the encounter can last as long as the DM wishes, in comparison of a minute being 10 rounds.

"Once per encounter" means until you are able to rest for five or ten minutes (five in 4e, but 10 works just as well). So yes, some encounters will last longer than other, and that will change the mix of encounter powers and other abilities, but that variation is a good thing IMO.

_
glass.

Dark Archive

glass wrote:
Dragon78 wrote:
Personally all breath weapon special special abilities from class and race should be usable every 1d4 rounds(with no limit otherwise) or at least usable once every 10 minutes or an hour.

I personally consider the 1d4 rounds thing to be a PITA to track, so I would not want it to spread further. I much prefer the 4e version; once per encounter, or recharge on a dieroll (roll a d6 at the start of your turn for each ability you need to recharge - if you get the required number, which is usually 5+ but sometimes veries).

_
glass.

Agreed on 1d4 rounds being a pain. I prefer just making it every three rounds they can breathe.

There could be an argument that a lot of at-will abilities like poison or breathe weapons or webs should also be limited to Con Mod uses / day (minimum 1) or something, to represent the snake running out of venom, or the dragon blowing it's wad and needing to go recharge, or the giant spider not necessarily being able to fling 8 webs / day, but that might be a level of persnickety book-keeping too far.

That said, I also agree with Dragon78 in that I don't really like abilities (racial, class, whatever) that are usable once / day, like the breath weapon that comes with being a half-dragon. Just balance it for use per encounter, and go with it. It doesn't have to be a 30 ft. cone of flame that does 6d6. It can start out spitting a glob that acts like alchemist's fire, but usable every three rounds or 1/minute or whatever. There's a ton of ways to balance something like a breath weapon other than 'this is really overpowered for your low-HD half-dragon wolf, but only 1/day, so that's okay, I guess?'


Set wrote:


There could be an argument that a lot of at-will abilities like poison or breathe weapons or webs should also be limited to Con Mod uses / day (minimum 1) or something, to represent the snake running out of venom, or the dragon blowing it's wad and needing to go recharge, or the giant spider not necessarily being able to fling 8 webs / day, but that might be a level of persnickety book-keeping too far.

I mean, i don't think its much book-keeping, bearing in mind that outside a few niche options all of these things are npc abilities that only need to be useable for the duration of 1 encounter 99% of the time.


Set wrote:


Agreed on 1d4 rounds being a pain. I prefer just making it every three rounds they can breathe.

You still have to keep track of how many rounds since you last used it (on top of eveything else you need to keep track of), so that seems like exactly the same amount of pain to me.

_
glass.


glass wrote:
JiCi wrote:
The main issue I had with the "once per encounter" rule is that an "encounter" isn't a fixed amount of time, and that there is some unknown force that doesn't allow you to make the same move. It doesn't help that the encounter can last as long as the DM wishes, in comparison of a minute being 10 rounds.

"Once per encounter" means until you are able to rest for five or ten minutes (five in 4e, but 10 works just as well). So yes, some encounters will last longer than other, and that will change the mix of encounter powers and other abilities, but that variation is a good thing IMO.

_
glass.

What tells me that you won't get 2 encounters within 5 or 10 minutes, without taking the time to recover? What happens if you DON'T have any power left because you had to use more than anticipated or rolled horribly? What if you used THAT power prior to recovering?

All of this, coupled with the VERY LOW damage output, made powers very difficult to use. Like I said, if all powers had a recovery time equal to 1/round per level, that would have been less punishing to use. Like I mentioned, the damage output was laughable...

* Expectations:
DAILY: (your weapon's base damage x your level + modifiers = your damage)
ENCOUNTER: (your weapon's base damage x half your level + modifiers = your damage)
AT-WILL: (your weapon's base damage x 1/3 your level + modifiers = your damage)

* In reality:
(your weapon's base damage x your tier [1, 2 or 3] + modifiers = your damage)

The "once per encounter" debuted in D&D 3.5 Tome of Battle, with maneuvers. However, when it applied to the 3 maneuver-using classes, they had options to recover them in the same encounter that they used them, and for other classes, then they had to spend a 10-minute rest to recover them, which made sense, since it wasn't made for these classes.

What's funny is that before that, they released Tome of Magic and vestiges, which granted abilities usable once/5 rounds AND scaled with your level.

This is why a LOT of players wanted better at-will powers in P1E. Dude, this is probably why the Kineticist was so popular, because the Blast is an at-will ability that litrally put to shame any Domain or School power. This is why I never got around spellcasters, not only can you run out of ammo, but you can also run out of specific "bullets".

I recall a discussion about whether or not a player should become an electricity-specialized spellcaster or an Aerokineticist (with Electric Blast). I swear, I got demolished by caster defenders, even though the Kineticist can use its Blast at will, while any caster can burn Lightning Bolt or Shocking Grasp too quickly.


JiCi wrote:
What tells me that you won't get 2 encounters within 5 or 10 minutes, without taking the time to recover?

The definition of the term. Obviously, if they are less than five minutes apart, then they are different waves of the same encounter with regard to "encounter power" terminology.

JiCi wrote:
What happens if you DON'T have any power left because you had to use more than anticipated or rolled horribly? What if you used THAT power prior to recovering?

I have no idea what you are trying to say here. Obviously, if you have used all your encounter powers, you cannot use them again until you recover them.

JiCi wrote:
All of this, coupled with the VERY LOW damage output, made powers very difficult to use. Like I said, if all powers had a recovery time equal to 1/round per level, that would have been less punishing to use. Like I mentioned, the damage output was laughable...

Still no idea. Damage output of what? We are talking about the practicality of encounter/recharge powers vs random and fixed cooldowns for things like dragon breath. That is completely orthogonal to the amount of damage these things do when you do get to use them.

_
glass.


Would have liked energy resistance being half damage instead of ignoring 5-30 points of damage. At least that way endure elements would be more useful.

That lycanthropes got regeneration(silver) instead of DR.

That vampires loss the energy drain ability and maybe got something else more fitting or interesting.

That we got player race versions of Centuars(L), Cyclopes(M), Gargoyles(M), Harpies(M), Lamia/Naga(M), Lizardfolk(M), Minotaurs(M), Nixies(S), Satyrs/Fauns(M), etc..


Got to love it when you think of some great ideas/examples and your not near a computer or piece of paper to write them down and then forget them by the time you get home;)


A second edition.


We got a second edition... unless you mean a 1.5/2.0 version of 1e?


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I certainly would have preferred a 2e that still feels like pathfinder. Back on topic though. I would have liked rules for oozes as pets, animal companions, familiars, etc.


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Weapon equivalencies

There exists TONS of weapons, mostly real-life weapons, but it's virtually impossible to list them all, let alone with unique stats.

It would have been nice to get a chart with historical weapons on one side and its PF counterparts on the other side. Maybe 2, 3 or even 4 wepaons could have gotten the same stats as a longsword.


I could see a alchemist archetype that got a ooze companion. Also one that gets a aberration companion as well.

I could see hunter archetypes that give dragon and magical beast companions.

I could see a necromancy focused magus archetype that gives a undead companion.


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That we got universal oracle revelations that any mystery could take. For example one that let you add spells to your spell list that fit your mystery like all fire spells for flame, cold/water spells for wave, etc. I would say 10 such revelations would have been nice.


Super-niche, but one of the things I always wanted, but which didn't exist when I was looking for it, was a way to make an Elf magus using an elven curve blade (and not be terrible). The magus' basic mechanic being pseudo-twf did not mesh well with the first two elf weapons being two-handers, and that always bugged me a bit.


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That every playable race got 10+ racial feats, several alternate racial traits, and favored class bonuses for every class.


Elixirs that act as cleanse, heal, greater restoration, and regenerate.


There’s a lot of little rules that stop fun builds being viable, for example you can’t use kinetic blast or kinetic blade on conductive melee weapons - so no awesome elemental swordsman. You can only use spell strike or spell combat on magus spells, so there’s no way to make a melee focused Druid warden. There’s loads of feats with this problem (dervish dance/fencing grace), they’re really cool but way to specific. Maybe when pathfinder was still doing society play there was a reason to stop weird fringe cases of power gaming, now however I feel the freedom of pathfinder 1e is its biggest selling point. Why not open it up a bit and let us have some crazy power gaming, mad character creation, fun.


giant floob wrote:
There’s a lot of little rules that stop fun builds being viable, for example you can’t use kinetic blast or kinetic blade on conductive melee weapons - so no awesome elemental swordsman.

Actually, you can use a conductive melee weapon to channel a Kinetic Blade, but it's just not viable.

- Conductive only works once per round, as opposed to as many melee attacks you can do.
- It's one regular melee attack compared to up to 3 standard melee touch attacks.

What they should have given Kineticists is an item that cabn be enhanced like any weapon, but that can bestow these enhancements to blasts, be melee or ranged.

That relates to what I' would have liked to get as an item: a gauntlet enhancement that bestow whatever powers they have to thrown weapons. For instance, a +1 [whatever enhancement] flaming gauntlet would bestow the flaming stuff to any dagger or shuriken the user throws.

Grand Lodge

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giant floob wrote:
Why not open it up a bit and let us have some crazy power gaming, mad character creation, fun.

What exactly is stopping you? I’m thinking of asking my Shattered Star GM about allowing the White Necromancer’s channel positive to be able to heal the party as well as harm undead, so I can be more of a main healer for the party.


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Concerning monsters:
- Hag as an actual monster subtype... which would have helped for formatting the entries in books.

- Dire animals as megafauna, because it's... actually the case.

- Yokai as a subtype, be for Kamis and/or any Oriental-inspired creatures.

- WAAAAAAAAAAAAY more undead templates, especially for those which literally reanimate the corpses. Ghouls, Wights, Wraiths, Shadows, name it.

Shadow Lodge

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I wish they had added a line saying that once you had worn a magic item long enough that it changed the bonus into a permanent bonus(Belts, Headhands, etc) saying once that particular item had done so you could take it off and put it back on.

Because otherwise we get people constantly wearing belts and headbands into the bath.

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