Aesthetics vs Mechanics?


Advice

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Hey everyone. Been a while, hasn't it?

I don't tend to diversify much beyond my usual paladins and monks, so I'd like to borrow a bit of your collective expertise for this.

Inspired by Kingmaker's Staglord's Armor, I was thinking my next character (for tabletop play) might be my first Barbarian. I was wondering how many magic item slots I would potentially be able to fill mechanically without sacrificing aesthetics. I'm going for a sort of Conan the Barbarian look, maybe with some Woad paint.

The main slots I think will prove difficult are the Head, Body and Chest slots, though maybe an open Robe on the body would still be fine.


You could ask a NPC (or better: a fellow PC) to adapt the looks of a head / body / chest item. Or do it like a barbarian: Just rip off parts that annoy you, without spending a second thought...


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If you work with your DM you should be able to fill all of them. I always describe my characters the way I want them to look and as long as it's generally in line with what my character is wearing no one has ever had an issue.

The last gnome I played had a permanent continual flame spell cast on her head that she could change the color of using prestidigitation. By RAW that's not how any of that works but it's what I wanted and it didn't provide any mechanical advantage (over having a hat with continual flame on it) and so my DM allowed it. My back up plan if they didn't allow it was to cast it on the headband my character was wearing. Which from a mechanics standpoint did the same thing but wasn't as appealing visually.

So, as long as you aren't trying to gain a mechanical advantage from your gear being non-standard I don't see why any DM would have an issue with it.

If it ever starts to become unbelievable enchanting your armor with glammer, grabbing a set of sleeves or even just getting a hat of disguise automatically solves any and all aesthetics as they specifically let your clothes (and in the case of the hat even your whole character) look however you want them to look.

The armor enchant is essentially slotless and the hat and sleeves only occupy a single slot. So in the worst case scenario you only have to give up a single item slot and that's only if your DM is being difficult.


Thanks for the hot tips and the nifty story kailas.

I'll work on a build and see if yall have any advice about it. Might take a couple hours to a couple of days though, need to do a bunch of research, particularly on rage powers and archetypes.

Same thread, or new one?


My advice very much mirrors the rest - work with your GM to get the aesthetics you want. I know for me as a GM, as long as an item's mechanics don't change (i.e. moving something to a different slot, making it significantly harder to disarm/damage, etc.), it can look however they want it to look, especially if the character is having the items custom-crafted or is coming into a game with them.

(Also, look at magic item tattoos. They're a very by-the-book way to accomplish what you want, and although they cost more, they completely win out in terms of aesthetic and cool points.)


Sticking with the Conan theme, is the Classic or Unchained Barbarian better? And how viable is Titan Mauler?

Still browsing, but I'm considering using it despite the speed loss since it looks good for fighting really dangerous monsters, along with Rage Powers like the one that treats you as if Enlarge Person'd while Raging, and anti-magic stuff like the magic sundering and Witch Hunter so that I can be actually useful helping the casters fight giant magical creatures like dragons and stuff. The thing is, other archetypes (I remember Invulnerable Rager being popular) might actually be better. Big weapons have big penalties until the late levels, so full attacking would have a pretty unfortunate chance of missing a couple of times.

And would it be a good idea to dip a level of Oracle for fatigue/exhaustion immunity and access to divine wands without a skill check? If so, how early - second level? Third? Going all the way down to a speed of 20 as opposed to 40 (no lame curse, barbarian archetype that keeps Fast Movement) might hurt too much to be worth it.


Ikorus wrote:

Sticking with the Conan theme, is the Classic or Unchained Barbarian better? And how viable is Titan Mauler?

Still browsing, but I'm considering using it despite the speed loss since it looks good for fighting really dangerous monsters, along with Rage Powers like the one that treats you as if Enlarge Person'd while Raging, and anti-magic stuff like the magic sundering and Witch Hunter so that I can be actually useful helping the casters fight giant magical creatures like dragons and stuff. The thing is, other archetypes (I remember Invulnerable Rager being popular) might actually be better. Big weapons have big penalties until the late levels, so full attacking would have a pretty unfortunate chance of missing a couple of times.

And would it be a good idea to dip a level of Oracle for fatigue/exhaustion immunity and access to divine wands without a skill check? If so, how early - second level? Third? Going all the way down to a speed of 20 as opposed to 40 (no lame curse, barbarian archetype that keeps Fast Movement) might hurt too much to be worth it.

Classic Invulnerable Rager is pretty much the default Barbarian. Titan Mauler is kinda meh in my opinion.

Fatigue/Exhaustion immunity is nice but not necessary.

Spell Sunder makes normal Barbarian much better than Unchained.


An endless bandolier can hold spare weapons in hammerspace while still exposing those mighty pecs. Cheap, too.


Nice belt. Take a little damage when rage ends, but hp should be high enough it doesnt matter. Could be handy for raging finish Does it come in better versions with higher bonuses and/or more stats I can work on upgrading toward over time?

If that's as far as it goes, seems like a hard sell compared to Physical Perfection (or just the Str/Con one) and dipping Lame Oracle of Metal (or Winds if using a mount to make up for speed losses with mounted charges - drastically improved vision range for pre-emptive strikes)

Bandolier I guess is meant for the Hurler archetype?


So I found that the "Iconic Barbarian" Amiri uses a Large Bastard Sword Two Handed (via Exotic Weapons Proficiency).

I'm wondering if a Titan Mauler can take that a step beyond since it would fit within the scaling handedness rules, or if the specification of only working on 2-handed weapons "meant for" creatures ONE size category higher supersedes that.

My guess is it probably doesnt work, sadly. If instead of that it allowed you to wield weapons "as if THE BARBARIAN was one size larger than their actual size", it might be less iffy. At least they can probably skip out on EWP, but saving one Feat vs Invulnerable Rager (and optionally Urban Barbarian) probably not worth it.

Besides, a Large Bastard Sword is damn near as big as the character using it. Trying to carry something even bigger around may not even fit indoors!

Now I need to do a little mechanics math but it looks like a large greatsword is marginally better than a large bastard sword while making more severe trades for it (class features vs a feat)


Titan Mauler Jotunheim ability only works for weapons of your size. To wield a weapon 1 size larger 2-handed you need Titan Fighter. Large Bastard Sword works because it goes from 1-handed medium weapon to 2-handed large weapon.

Aka, Titan Mauler lets you use a medium sized Greatsword 1-handed. While a Titan Fighter would let you use a large sized greatsword 2-handed.


Temperans wrote:

Titan Mauler Jotunheim ability only works for weapons of your size. To wield a weapon 1 size larger 2-handed you need Titan Fighter. Large Bastard Sword works because it goes from 1-handed medium weapon to 2-handed large weapon.

Aka, Titan Mauler lets you use a medium sized Greatsword 1-handed. While a Titan Fighter would let you use a large sized greatsword 2-handed.

3rd level Titan Mauler does the same thing as the Titan Fighter does at 1st, but takes a longer time to scale. Makes Fighter a better dip if you dont really plan on BEING a barbarian for realsies-like.

It does also do that thing if you wanted to do TWF with big weapons (badass), starting from 2nd level. Just sub out the VS tree for the TWF tree. But VS is hilarious with Raging Finish and the Cord of Stubborn Resolve linked earlier.

Shadow Lodge

IMO, the mechanics of magic item boosts are required for game balance and should not be held against players who don't want to wear capes. If you want to say your cloak of resistance +1 is a bronze torc set with wolf fangs, go for it. It still takes up the "shoulder slot" and functions the same. Aesthetics and mechanics don't need to be tied together.

I think the unchained barbarian is slightly better, with more survivability and some better rage powers (accurate stance). It is mostly, however, a sidegrade. Some things are better and some worse. I've played both and both barbarians are very much viable. The original barbarian has a slight edge to damage when wielding two handed weapons due to the strength boost instead of the unchained flat +2. The unchained rage also doesn't help with strength checks while the original one does. The temp hp of the unchained are significant and mitigate the downside of the original barbarian which is sucking up all the party healing all the time.


I just had the best idea ever. I mean it would be ABSOLUTELY TERRIBLE mechanically, but it would be awesome.

This is entirely thanks to @temperans reminding me of jotungrip, and more poking around with weapons. Theres some really cool stuff there, especially the exotics. Less practical than the closest martial or simple equivalent, but still cool.

Two Weapon Fighting. Jotungrip. FLYING. BLADES. Big-ass swords attached to 10-foot chains! It's basically God of War! Hell, Kratos even Rages. Like, all the time. And kills various giant monsters.

...Guys, I think Kratos is a Titan Mauler.

(Now works on two separate builds)


Trying to dual wield flying blades competently is going to be...hard.

-8/-8 to-hit possibly with 2 more off hand attacks at -13 and -18 respectively. I kinda like the idea of how ludicrously spammy that is, especially as reach weapons with tools like lunge, pounce, sunder (and spell sunder), and 5-foot steps available but those penalties are UGLY.

Any thoughts beyond "dont do it" to make it hit at least some of the time?


After thinking about for too long, I can say that trying to make that specific configuration work is going to be an uphill battle.

The best possible solutions I can think of are: Forget about Titan Mauler and instead see if your GM will allow you to be a Big Arm Tiefling with no size penalty for 1 size larger weapons and then grabbing Large Crescent Blades and the Crescent Blade Master feat; Forget about using TWF with Flying Blade; Ask your GM for a magic item that lets remove the penalty from Flying blades (can be difficult to balance); and finally, use the custom weapon/magic item creation rules to create a weapon that fits the theme better.

Ex for custom weapon:
Exotic; Dmg 1d10; Critical x2; Type S; Price 54 gp
2 handed melee
Qualities: Reach (1 DP), Attached (4 DP), Improved Damage (4 DP), additional points (+45 gp), performance (3 DP).

12 DP spent.


Ikorus wrote:
I was wondering how many magic item slots I would potentially be able to fill mechanically without sacrificing aesthetics. I'm going for a sort of Conan the Barbarian look, maybe with some Woad paint.

Ask the GM to use Automatic Bonus Progression. It's something I suggest anyway, as the system vastly improves the game in my opinion, but for you, it also serves the additional purpose of allowing a fully functional character without worrying about a cloak or something.

Ikorus wrote:
The main slots I think will prove difficult are the Head, Body and Chest slots, though maybe an open Robe on the body would still be fine.

You don't need items in those slots anyway - most characters don't fill these slots until high-ish levels.

Way harder is not wearing armor! Normally, I'd suggest playing a Monk instead, as it probably matches the desired aesthetic more than a Barbarian...

Ikorus wrote:
Sticking with the Conan theme, is the Classic or Unchained Barbarian better?

Depends on the desired level of optimization, or possible of certain abilities you might want.

cBarb:
+ Allows Rage cycling
+ Rage boosts strength checks and related ability scores (breakiing doors, swimming, etc.), and Fort
+ Can pick up rage powers to fly (Greater Elemental Blood (Air) or Dragon Totem Wings)
+ Reckless Abandon and Come and Get Me don't need an action to activate and can coexist
+ Superstition works against supernatural effects
- Superstition doesn't stack with the will bonus from Rage
- Reckless Abandon lowers your AC
- When you drop below 0 HP, you fall unconscious, Rage ends, and the loss of HP (from the loss of Con) can kill you

unBarb:
+ Temp HP actually decrease the damage taken that needs to be healed
+ Accurate Stance doesn't have an AC penalty
+ Superstition stacks with the will bonus from Rage
- Superstition doesn't work against supernatural abilities
- Stances need a move action to activate
- Stances are mutually exclusive
- Slightly less damage on two-handed weapons

Ikorus wrote:
And how viable is Titan Mauler?

Both Jotungrip and Massive Weapons are mathematically crap (at ther most common levels, anyway). Oversized weapon are almost never worth it, to be honest. The archetype isn't bad, actually, it's biggest downside is probably that it prevents using other archetypes, like Invulnerable Rager or Savage Technologist.

Ikorus wrote:

I just had the best idea ever. (...)

Two Weapon Fighting. Jotungrip. FLYING. BLADES. Big-ass swords attached to 10-foot chains!

I hope you realize this makes me envision you as a 14-year old kid whos not very... 'developed' yet, and wants a character with huge weapons to compensate for that. Every character using oversized sword(s) has that effect, to be honest.


Derklord wrote:
Ikorus wrote:
I was wondering how many magic item slots I would potentially be able to fill mechanically without sacrificing aesthetics. I'm going for a sort of Conan the Barbarian look, maybe with some Woad paint.

Ask the GM to use Automatic Bonus Progression. It's something I suggest anyway, as the system vastly improves the game in my opinion, but for you, it also serves the additional purpose of allowing a fully functional character without worrying about a cloak or something.

Ikorus wrote:
The main slots I think will prove difficult are the Head, Body and Chest slots, though maybe an open Robe on the body would still be fine.

You don't need items in those slots anyway - most characters don't fill these slots until high-ish levels.

Way harder is not wearing armor! Normally, I'd suggest playing a Monk instead, as it probably matches the desired aesthetic more than a Barbarian...

Ikorus wrote:
Sticking with the Conan theme, is the Classic or Unchained Barbarian better?

Depends on the desired level of optimization, or possible of certain abilities you might want.

cBarb:
+ Allows Rage cycling
+ Rage boosts strength checks and related ability scores (breakiing doors, swimming, etc.), and Fort
+ Can pick up rage powers to fly (Greater Elemental Blood (Air) or Dragon Totem Wings)
+ Reckless Abandon and Come and Get Me don't need an action to activate and can coexist
+ Superstition works against supernatural effects
- Superstition doesn't stack with the will bonus from Rage
- Reckless Abandon lowers your AC
- When you drop below 0 HP, you fall unconscious, Rage ends, and the loss of HP (from the loss of Con) can kill you

unBarb:
+ Temp HP actually decrease the damage taken that needs to be healed
+ Accurate Stance doesn't have an AC penalty
+ Superstition stacks with the will bonus from Rage
- Superstition doesn't work against supernatural...

Eh, It's fine. Theres always that stigma around massive weapons. You get used to it. If you ask me, it's only fair that physics take a backseat to the rule of cool for martials every bit as much as it has for casters for the last 30 years.

I'm actually working on a few possible builds now, been getting a lot of ideas only some of which are so wildly impractical I don't know how to make them not crap like the Flying Blade TWF set.

For an example of something that might actually WORK, one build moves away from a pure Barbarian and goes Primalist Urban Bloodrager (Arcane). He gets to pull spells off the Magus list and cast them instantly as a free action on entering rage. Bladed Dash as a free action means you still get to make your full attack action even though you moved way more than 5 feet. Its basically a pseudo-pounce. Primalist swaps out the occasional dud bloodline power for more useful rage powers. The downside is, it's not nearly as durable as an I.R. Urban Barbarian, and is MAD as all holy hell since it wants Barbarian Stats plus good charisma at LEAST to get some spells per day if not also have DCs that aren't in the complete s+~$ range.

Another thing im experiencing difficulty with is a Vital Strike Barbarian. Uses a Large Bastard Sword (don't need to be a Titan Mauler) to frontload damage at the highest accuracy bonus and overcome resistances. It DOES do that, but in my research VS doesnt work with like ANY maneuvers. You can't charge even with pounce, you can't spring, you can't whirlwind, you cant cleave. About the only thing you can do is lunge and sunder, but even that's kind of iffy by RAW. Which is a problem since you can't actually GET to your enemy in order to smack them.


On the subject of inappropriately sized weapons, even though YOUR handedness to use them changes, is the WEAPON'S handedness still technically unchanged?

Like, a Medium creature wants to use a Large Falchion, that's a one-handed weapon for a Large creature, but they need to use it in one hand. Does it remain one-handed for the purposes of things like Effortless Laces and a Magus's Spell Combat? Or they want to use a Small Lance, which is a two-handed weapon for a Small creature but they can use it with one, leaving their other hand free to use a shield or another weapon. Is it still Two-Handed for Power Attacks and effects that interact specifically with Two-Handed Weapons? Can they still Reach with it?


Ikorus wrote:

Hey everyone. Been a while, hasn't it?

I don't tend to diversify much beyond my usual paladins and monks, so I'd like to borrow a bit of your collective expertise for this.

Inspired by Kingmaker's Staglord's Armor, I was thinking my next character (for tabletop play) might be my first Barbarian. I was wondering how many magic item slots I would potentially be able to fill mechanically without sacrificing aesthetics. I'm going for a sort of Conan the Barbarian look, maybe with some Woad paint.

The main slots I think will prove difficult are the Head, Body and Chest slots, though maybe an open Robe on the body would still be fine.

Big six for a start.


Ikorus wrote:
Theres always that stigma around massive weapons. You get used to it. If you ask me, it's only fair that physics take a backseat to the rule of cool for martials every bit as much as it has for casters for the last 30 years.

Oh, I'm down with martials doing impossible things. I like Startoss Style and Ricochet Toss, I like the conduit feats, I like a 4th level unMonk having mastery over the own body so much that they can turn into a ghost. I like that PF2 feat that lets you ignore any falling damage, even if you drop from orbit. I'd love a Rage Power that let you jump 30' in the air to a flying enemy, and if you hit with an attack, pull both of you to the ground.

But I consider oversized weapons (well, such huge ones), especially swords, to be juvenile, overused, and just plain ridiculous. Please don't get me wrong, I'm not saying you should alter your choices based on my personal opinion on the matter, but you should indeed be vary lest your character might end up appearing to be a joke character. I know I would have a very hard time to take e.g. Amiri's penis-envy-sword seriously. My issue is not that it would be impossibly heavy to swing, or something like that, but that it looks stupid, more caricature than character.

Ikorus wrote:
not also have DCs that aren't in the complete s$#& range

A Bloodrager should never cast spells with a DC. Seriously, even with high charisma, the DCs are too low because of the low spell levels.

Ikorus wrote:
Another thing im experiencing difficulty with is a Vital Strike Barbarian.

That's because Vital Strike is terrible and just way overrated. The problem is that under almost all circumstances, the weapon's damage dice make out a minority of an attack's damage. It's very hard impossible to get into a situation where using VS would be preferable to a full attack, meaning it's only useful for when you have to move, and it's vastly inferior to pounce at that job. The Furious Finish feat theoretically buffs VS for Barbarians, but it doesn't work with Improved or Greater VS, and requires rage cycling.

Gorum's Swordmanship allows using VS on every attack of a pounce, but that's not a VS centric build.

Ikorus wrote:
On the subject of inappropriately sized weapons, even though YOUR handedness to use them changes, is the WEAPON'S handedness still technically unchanged?

Magic items should use the base, but to my knowledge there's nothing explicit on the topic. Per this FAQ, feats et al. use the effective, i.e. relative, handedness. A Titan Mauler 2/Swashbuckler 1 can finesse a Harpoon weighting 16 pounds, but only gets 2:1 Power Attack ratio on it.

Shadow Lodge

I am of the opinion that you should never let anyone's sword envy stop you from carrying a ridiculous sword.

This is fantasy, and everyone's fantasies are different. If one player want's to imagine their character in gritty realism, another as an anime, and a third in classic american comic style, that's fine. You do you, that's kind of the point of it being fantasy.

My characters are all ridiculously proportioned cartoons. If you complain about it and call it juvenile I'm going to look you in the eye and say, "Juvenile? We're a bunch of grown ass adults playing make-believe. It's not juvenile, it's down right childish!"


I am also very much down for a hulk jump into meteor smash rage power. That would be AWESOME.

Never really understood why swords ended up the penis envy weapon though. You would think it would be spears. Or clubs. Spear of Impaling, +4 Natural Greatclub of Intimidating Prowess, other assorted jokes. You get the picture. But it did, and we deal with it. Not a big deal as long as enemies die and allies don't.

Even if it looks dumb, it's cool to picture a guy (or girl, equal opprtunity) suplexing an enemy four times your size, hulking its manufactured weapon up off the ground or straight up ripping out a natural weapon like a tooth or claw, and stabbing the thing to death with it.

All while being REALLY ANGRY in the case of Barbs. Monks and Fighters probably less so.

I think ultimately the problem with making certain builds work from what I've been looking up comes down to a few key issues.

1) lack of feats across the board. Even though some martials get bonus feats or feat-like abilities or even spells up to the lower levels (read the not-game breaking ones like found in level 7-9)

2) punishing feat taxes. It's kind of related to issue 1, but its kind of ridiculous in it's own right how much garbage you have to take in order to qualify for something actually useful. It effectively punishes trying to do something creative.

3) fiddly semantic nonsense like VS constantly is dealing with preventing compatibility between movement feats and attack feats. Again, punishes trying to be more creative than "I move 5 feet (or Pounce) and Full Attack" or "I cast [insert highest DC save-or-suck available at the time]"

To its credit, 2e fixed some of this. And it made it much easier to have diverse stats, which makes it easier to have the skills to contribute meaningfully even when NOT in combat. But some issues remain, and theres also just less raw content compared to 1e for now, so most tables in my area got bored and went back to running 1e.


@Derklord,
Since when does Gorum's Divine Fighting Technique allow Vital Strike to be applied to every attack during a Pounce?

It says that you can apply Vital Strike to AN attack at the end of a charge.

I want martials to have nice things, but even I don't see it anywhere in AoN's description that you can unload a full attack Pounce using applying Vital Strike to every attack. It just doesn't say that. Or imply it. Anywhere.


Regarding handedness and "is it still 2-handed". The FAQs on the subject is that it all depends on the wording.

If it says "the weapon is treated as a 1-handed weapon" it doesn't stop being 2-handed; Which is why you can get 1.5 Dex to damage with a Glaive and Bladed Brush. On the other hand, if it says "the weapon is wielded in 1 hand" the weapon becomes a 1-handed weapon.

Aka Titan Mauler for as long as he wields a 2-handed weapon 1 handed it becomes a 1-handed weapon, with all the penalties and benefits. Its a nice way to make Swashbuckler work with 2-handed weapons.

*********************

Btw the Problem with trying to make some things work is that people see "not maximum damage" as an inherently inferior build, which is understandable considering how much of the game is combat. Even I fall pray to it from time to time. The key, is to forget about what most people think is a good build and set your own goals for the character.

Some builds just dont work well together because their purpose is entirely opposed (Ex: TWF + Flying Blade). But by changing the goal, its easy to find compromise.

For example: Instead of Flying Blade, getting Crescent Blades and Crescent Blade Master feat gives the same flavor as Flying Blade, but trades away damage for a better chance of hitting. It also means not needing Titan Mauler or Big Hands Tieflings for the handedness, meaning that there is a wider racial and class options available.

Btw I do agree that there are some things that could stand to be fixed, but that is why there are multiple threads on the subject.


VoodistMonk wrote:

@Derklord,

Since when does Gorum's Divine Fighting Technique allow Vital Strike to be applied to every attack during a Pounce?

It says that you can apply Vital Strike to AN attack at the end of a charge.

Every attack made with pounce is an attack made at the end of a charge, and that is all the DFT asks for. The description is not written in a way that you have to choose. Limiting such abilities to only one attack on a charge would use different language, see here, here, here, and here.

It's not actually that powerful, though, because it takes two feats, and only works on a charge, for 2d6 bonus damage. Spending those two feats on EWP (Butchering Axe) and Improved Critical would result in a higher average damage on a charge (and even on an attack action), for instance.

Ikorus wrote:
1) lack of feats across the board. Even though some martials get bonus feats or feat-like abilities or even spells up to the lower levels (read the not-game breaking ones like found in level 7-9)

The number of feats would be plenty if we wouldn't be plagued with tax feat prereqs like Combat Expertise, gate feats like Precise Shot, or feat chains that're basically one feat in three parts (e.g. Improved/Greater/Quick maneuver feats).

Ikorus wrote:
3) fiddly semantic nonsense like VS constantly is dealing with preventing compatibility between movement feats and attack feats.

It's not a semantics issue, the problem is that practically every martial needs to make a full attack action to be relevant in combat. The game only knows "1 attack" and "all your attacks", with nothing in between. That is the main issue. There is no half-charge, if you will. Making VS usuable on a charge wouldn't really help, as it would still mean having to move lowers your damage to 1/3rd, and that's under good circumstances.


Okay some key points:

1) The effect of Vital Strike is adding damage equal to dice to 1 attack.

2) Vital Strike is written to apply to 1 attack.

3) Every single case where Vital Strike might apply to multiple attacks ruled/FAQ as not working, explicitly written to not work, or said by the author to be unintended. Case and Point: Heritor Knight + Vital Strike + Dual Strike, at face value it works but Heritor Knight says "a melee" meaning 1, and the author herself said its not intended to apply more than once.

Given those 3 points. I dont think Gorum's Swordsmanship was ever intended to apply multiple times if you somehow managed to get Pounce with a Greatsword. A clear case of too good to be true.

Having said that. Vital Strike is sort of meant to be the half way point between a single attack and a full attack. The reason being that a large part of martial damage at high level comes from all the static bonuses (barring butchering axe), so Vital Strike line allows you to continue to be relevant while not getting a full attack worth of damage. This is a contrast to TWF which is written to increase your full attack damage.


Temperans wrote:

1) The effect of Vital Strike is adding damage equal to dice to 1 attack.

2) Vital Strike is written to apply to 1 attack.

Not only do I have absolutely no idea what's supposed to be the difference between those two "kay points", I also don't see how they help your case. Each attack is resolved individually, that's how full attacks (which a pounce is) work. Vital Strike does not have a "once per round" limit or anything, it's simply (by default) uses an action that is a single attack.

Even if we ignore that the "you can make one attack at your highest base attack bonus" part of Vital Strike's text is not rule text but reminder text* (as is the last sentence), as it doesn't do anything not already done by the general rules, it's still tied (as is the nature of a conditional sentence) to the "attack action" part that the DFT allows us to ignore.

*) There's plenty of redundant reminder text throughout the CRB (and other books), like how Weapon Training says you add the bonus to CMB of maneuvers made with those weapon even though that is already covered in the maneuver rules, how Mobility and Haste say you lose the dodge bonus when denied the dex bonus even though the combat rules already says that, how the Monk's Unarmed Strike class feature says "This means that a monk may make unarmed strikes with his hands full." when everyone can do that, or the sheer stupidity of the consecutive Monk class features Proficiency and AC Bonus both saying you lose the bonus when wearing armor.

Temperans wrote:
Every single case where Vital Strike might apply to multiple attacks ruled/FAQ as not working, explicitly written to not work, or said by the author to be unintended.

Going by this post, wrong, as the Warrior Poet is apparently intended to use VS or ImpVS with Improved/Greater Spring Attack.

Temperans wrote:
I dont think Gorum's Swordsmanship was ever intended to apply multiple times if you somehow managed to get Pounce with a Greatsword.

Quite frankly, I don't give a f+*!. RAW it works. The feat exists as it is. Everything else is a houserule and should not be the base assumption.

Author intend is completely, 100% irrelevant in Pathfinder, if the actual rules say otherwise. Everything a writer hands in is subject to editing anyway; if the editor wants to changes something, they can simply do that (at which point we have two conflicting intents!). The author in question is a freelance writer, not an employee of Paizo, and incidentally has acknowledged that Paizo can change his stuff as they like. There're even two FAQs that go against explicit author intent where Paizo changes things after the book was printed.

Oh, and if we were to actually follow that "author intent is more important than the written rules" stuff, we'd have to use the D&D version of the core classes - like, the original author of the Barbarian didn't intend the class to have Rage Powers!


On the subject of legality shenanigans, I found something highly amusing.

Seducer Archetype Witch? Not legal for play. Reason? Its not that strong, si it must almost certainly be due to the NSFW nature of some of its benefits. Makes sense so far...

Arshea is legal. Including Obedience, Boons, and Prestige Classes relating to those things. The god that literally says "go forth and f#*@ to get powers. Self-pleasure is acceptable in a pinch. Orgies are also allowed. And probably necessary if you want to last an hour. You have to do this for an hour. Every day."

Cue people getting really, really uncomfortable. Hah.


All fluff text should be removed from feats and spells.

In the most exact and concise terms possible, the benefits and cost should be listed, nothing else.

Feats and class abilities should have structured templates for terminology and layout.

Nonsense like "you may" and "you can" needs to be consolidated and defined, so that the verbiage is consistent throughout.

All fluff does is add confusion to something that should be concrete.

Literally, nobody needs to waste their time reading your stupid description about how you imagine a Fireball forming... tell me the spell level, the school it belongs to, how long it takes to cast, and what it does once it is casted.

All Paizo had to do was have some form of standards (not even very high ones), and all of this would have been solved before it was ever an issue.

Silver Crusade

"Solved" in this case meanning very, very boring.


Derklord wrote:

Quite frankly, I don't give a f+&@. RAW it works. The feat exists as it is. Everything else is a houserule and should not be the base assumption.

Author intend is completely, 100% irrelevant in Pathfinder, if the actual rules say otherwise. Everything a writer hands in is subject to editing anyway; if the editor wants to changes something, they can simply do that (at which point we have two conflicting intents!). The author in question is a freelance writer, not an employee of Paizo, and incidentally has acknowledged that Paizo can change his stuff as they like. There're even two FAQs that go against explicit author intent where Paizo changes things after the book was printed.

So in your opinion, if there was a feat that was intended by the author to be used with unarmed strikes but RAW it allowed you to use natural attacks, then you'd say it works?

Because I remember you taking a different stance on Horn of the Criosphinx and RAW.

Shadow Lodge

VoodistMonk wrote:

All fluff text should be removed from feats and spells.

Yeah I feel like they did that with PF2, and it is so hard to get through that crb and so uninspiring. Trying to read those rules sucks all the energy out of an rpg and leaves me with no desire to play the game. A rulebook for what is supposed to be a fun imaginative game needs to be the opposite of dry, technical, and boring.


Wonderstell wrote:
So in your opinion, if there was a feat that was intended by the author to be used with unarmed strikes but RAW it allowed you to use natural attacks, then you'd say it works?

It depends on the circumstances a bit, see the examples below, but in general, yes. As I've said: 'The feat exists as it is. Everything else is a houserule and should not be the base assumption.'

I think people are misunderstanding what I'm saying. I'm not saying one should be a slave to RAW. Knowing RAW, and following it, are two different pair of shoes. I'm not saying disallowing Gorum's Swordmanship is a bad thing for a GM to do. But I firmly believe that it should be the result of an informed decision with the knowledge that it differentiates from the RAW. I might even use the exact same 'rule interpretation' that I speak out against on these boards as a houserule for my game, but I would be open with the fact that is indeed a houserule. When talking about such things where I think the RAW are disfunctional/problem inducing, I usually use the phrase "by strict RAW" - I acknowlede or explain the RAW, but also imply (and often state) that they shouldn't be used.

Wonderstell wrote:
Because I remember you taking a different stance on Horn of the Criosphinx and RAW.

In the case of Horn of the Criosphinx, there is explicit rule text in the book (that wasn't included in the AoN text at the time of discussion). It's not as clear as it should be, but it verbatim talks about unarmed strikes. Likewise, I recently argued that Ascetic Form allows an unMonk to ignore the body part requirement of style strikes, despite not explicitly saying so, because the fext explicitly mentiones style strikes, and at the time of writing, every style strike had such a body part requirement, meaning the only way for the feat to do what it says it does is to ignore that requirement. A similar case with official ruling is the first printing ACG's Pummeling Style, which does not say it only works with unarmed strikes... but the summary in the feat list does.

The difference between those and the Gorum's Swordmanship issue is whether or not the indication of a differing intent is written down into the actual rules. In the three examples I just gave, the finished book tells you how the ability is supposed to work, even if the written ruletext doesn't 100% match. Temperans, in contrast, goes by what he imagines the author's intent for the DFT might be, without anything written in the book to support that. I firmly believe that the book in question (and accompanying FAQs) should tell you all you need to know - not some more-or-less educated guess patched together from things across a dozen other books, nor some author statement on some forum or blog.

VoodistMonk wrote:
All fluff text should be removed from feats and spells.

Doesn't have to be, it just should be firmly seperated from rule text. Problems arise when we don't know which of the two it is. Does a Flying Kick allow my to ignore the pit between me and the target, because the Monk "leaps through the air", or is that flavor text?


Derklord wrote:
I think people are misunderstanding what I'm saying. I'm not saying one should be a slave to RAW. Knowing RAW, and following it, are two different pair of shoes. I'm not saying disallowing Gorum's Swordmanship is a bad thing for a GM to do. But I firmly believe that it should be the result of an informed decision with the knowledge that it differentiates from the RAW.
Derklord wrote:
The difference between those and the Gorum's Swordmanship issue is whether or not the indication of a differing intent is written down into the actual rules. In the three examples I just gave, the finished book tells you how the ability is supposed to work, even if the written ruletext doesn't 100% match. Temperans, in contrast, goes by what he imagines the author's intent for the DFT might be, without anything written in the book to support that. I firmly believe that the book in question (and accompanying FAQs) should tell you all you need to know - not some more-or-less educated guess patched together from things across a dozen other books, nor some author statement on some forum or blog.

Hm. Judging from previous discussions I believe you have three different categories you use.

1. RAW: Exactly what the feat says that it does. (Plain rules text)

2. RAI, Book: What the intention of the feat is, according to the book. (FAQs, context)

3. RAI, Author: What the intention of the feat is, according to the author. (Author statements)

====

Horn of the Criosphinx can, rules as written, be used by a monk to apply 2x Str to a bite attack on a charge. The only stipulation of the feat is that you must be able to make an unarmed attack and that both your hands are free. You, rightly so, said that the intention wasn't to allow natural attacks with it because the context heavily implies it's for just unarmed strikes (point 2).

Ascetic Style can, rules as written, be used to apply Style Strikes to the weapon chosen for the feat. But we have author intent contradicting this extremely permissive view (point 3), and Ascetic Form explicitly states that you'd need the second feat to apply Style Strikes (point 2). I do remember you saying that Ascetic Style is enough because RAW it is, although from context we know that to be untrue.

====

Now for some reason you went with RAI for Horn of the Criosphinx but didn't for Ascetic Style. I'm assuming you felt that the Horn trick was a blatant abuse of the actual intent, and argued based on point 2 against point 1.

In the current discussion Temperans is arguing from point 2 and 3 against point 1. I'm not saying that either of you is wrong or right, but keep in mind that they might feel that you're blatantly abusing RAI in the same way you feel that the Horn trick doesn't work.


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VoodistMonk wrote:

All fluff text should be removed from feats and spells.

In the most exact and concise terms possible, the benefits and cost should be listed, nothing else.

Feats and class abilities should have structured templates for terminology and layout.

Nonsense like "you may" and "you can" needs to be consolidated and defined, so that the verbiage is consistent throughout.

All fluff does is add confusion to something that should be concrete.

Literally, nobody needs to waste their time reading your stupid description about how you imagine a Fireball forming... tell me the spell level, the school it belongs to, how long it takes to cast, and what it does once it is casted.

All Paizo had to do was have some form of standards (not even very high ones), and all of this would have been solved before it was ever an issue.

This is a terrible idea.


I dont agree with removing fluff altogether, but I do agree with the suggestion it should be either distinctly separated (Fireball: fluffy description here, actual rules here)

Alternatively, greater care can be taken to ensure the fluff IS the rules, or that the rules are written in a fluffy way. Possibly the same thing? (Flying kick "snaps through the air", and therefore ignores terrain and other effects ON the ground until they land)


Wonderstell wrote:
2. RAI, Book: What the intention of the feat is, according to the book. (FAQs, context)

FAQs are written rules, they're part of RAW. In Pathfinder, at least - Paizo (mis)uses them for explicit rule changes a lot.

Wonderstell wrote:
Horn of the Criosphinx can, rules as written, be used by a monk to apply 2x Str to a bite attack on a charge.

I never said otherwise. In the post in question, I both pointed out how the RAW are, and that the intent based on material on the same page of the book is that it only works with unarmed strikes (and two-handed weapons), and thus most GMs will not allow it to work with a natural weapon. It's actually a perfect examply of how I like to adress such issues on these boards!

Wonderstell wrote:
Ascetic Style can, rules as written, be used to apply Style Strikes to the weapon chosen for the feat.

That's not correct, because you don't apply style strikes to something - they're an active ability. You definitely need Ascetic Form for style strikes.

Wonderstell wrote:
I do remember you saying that Ascetic Style is enough because RAW it is, although from context we know that to be untrue.

I'm pretty sure you're misremembering that. I have sometimes used "Ascetic Style" to talk about the feat chain, here for example, but when talking the individual feats, I always said that you need Ascetic Form for style strikes (and the bonus ki attack).

Ascetic Style is a perfect example of why I couldn't care less about author intent:
The author first claimed (twice!) that it is designed/intended to work with "class abilities and feats"/"feats and class features". Then he made a post on his blog where he called the feat "Aesthetic Style". In that blog post, he gave a version that only includes feats, and claimed that was "exactly what Feral Combat Training was changed to post errata", which is simply wrong because Ascetic Style works with more feats than FCT does, and that "as written Ascetic Style completely invalidates its subsequent feats", which is wrong because you need Ascetic Form for e.g. the bonus ki attack, and need Ascetic Strike for non-Monks or multiclassed Monks.


Derklord wrote:
Wonderstell wrote:
I do remember you saying that Ascetic Style is enough because RAW it is, although from context we know that to be untrue.
I'm pretty sure you're misremembering that. I have sometimes used "Ascetic Style" to talk about the feat chain, here for example, but when talking the individual feats, I always said that you need Ascetic Form for style strikes (and the bonus ki attack).

Huh, seems like I did. Sorry for that.

It might have been this one I thought about. Your dismissal of the author's intent combined with your answer that Ascetic Style would allow you to apply the scaling unarmed damage lead me to believe you were advocating the idea that Ascetic Style already allowed you to use any unarmed strike class feature. Of which Style Strikes would be part of.

Derklord wrote:
I never said otherwise. In the post in question, I both pointed out how the RAW are, and that the intent based on material on the same page of the book is that it only works with unarmed strikes (and two-handed weapons), and thus most GMs will not allow it to work with a natural weapon. It's actually a perfect example of how I like to address such issues on these boards!

What I wanted to point out is that you find yourself on the other side of the argument here. Temperans is referring to the language of the feat (RAI from context), and author comments regarding similar abilities to argue that Gorum's DFT wouldn't apply several times during pounce.

Silver Crusade

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VoodistMonk… if you don't like fantasy writers writing fantasy mechanics for a fantasy game in a fantasy setting you might want to look for a different system in all honesty.

I don't know what else to suggest when you make the reprehensible demand that authors be fired for putting flavor text on abilities in a fantasy game. That's why most of us buy the game, for the flavor. We don't want a bland technical manual.


Rysky wrote:

VoodistMonk… if you don't like fantasy writers writing fantasy mechanics for a fantasy game in a fantasy setting you might want to look for a different system in all honesty.

I don't know what else to suggest when you make the reprehensible demand that authors be fired for putting flavor text on abilities in a fantasy game. That's why most of us buy the game, for the flavor. We don't want a bland technical manual.

I don't think it's a matter of not wanting any flavor text, but keeping it clearly separate from rules text. When you mash it haphazard together is when issues occur.

Silver Crusade

Scavion wrote:
Rysky wrote:

VoodistMonk… if you don't like fantasy writers writing fantasy mechanics for a fantasy game in a fantasy setting you might want to look for a different system in all honesty.

I don't know what else to suggest when you make the reprehensible demand that authors be fired for putting flavor text on abilities in a fantasy game. That's why most of us buy the game, for the flavor. We don't want a bland technical manual.

I don't think it's a matter of not wanting any flavor text, but keeping it clearly separate from rules text. When you mash it haphazard together is when issues occur.
VoodistMonk wrote:
All fluff text should be removed from feats and spells.
VoodistMonk wrote:
All fluff does is add confusion to something that should be concrete.
VoodistMonk wrote:
Literally, nobody needs to waste their time reading your stupid description about how you imagine a Fireball forming... tell me the spell level, the school it belongs to, how long it takes to cast, and what it does once it is casted.
VoodistMonk wrote:

If you want your Fireball to form a dragon face and leave a trail of fire like Liu Kang, then that is what Fireball should be for you. Not a pea-sized orb of flame at the tip of your outstretched finger, or whatever BS is included in the description of the Fireball spell.

Leave the details up to me/the end user.

I don't need help imaging this stuff.

What I need are concrete rules that answer difficult questions, not create more questions due to piss-poor grammar standards and ambiguous descriptions.

The lack of standards and the allowance of nonsense flavor text in the definitions is how we end up with RAW and RAI being separate things.

Whoever allowed that to be a thing needs to be fired.


I don't like flavor text.

Not in definitions.

Definitely not in rules.

Rules should be mind-numbingly boring.

The most cut and dried, inarguablely precise verbiage possible, please.

It should read like an instruction manual, a dictionary, a freaking book of law.

The way spells are spelled out is mostly correct, in my opinion.

You have what it takes as far as actions, materials, time, hands/voice/focus required.

They even include the flavor text, like using the word in a sentence at a spelling competition, for those that need such things.

Feats and abilities could have been defined in a similar manner. Making sure that they don't get published unless they check all the boxes.

Does it clearly mention the subject, by name as a Proper Noun, every time the subject is mentioned in the text?

Ex. Never refer to the Longbow as "it" or "the" in a feat or ability pertaining to Longbows. There should never be any question what your subject is, in any sentence of a description or rule.

Does it clearly state the action/time required in clearly defined gaming terminology?

Ex. If something does not require an action, clearly state that it does not require an action... even in obvious stuff like Iron Will. There should just be a place in the definition of feats and abilities where you expect to see the required action, if any, clearly stated.

Etc, etc. Blah, blah, blah.

But we don't have that. Not in PF1, or PF2.

And it's sad.

Oh well, designing stuff is hard, I like Pathfinder regardless.

Rant over.


VoodistMonk wrote:
Ex. If something does not require an action, clearly state that it does not require an action... even in obvious stuff like Iron Will. There should just be a place in the definition of feats and abilities where you expect to see the required action, if any, clearly stated.

Ooh, we do have that in PF2, at least! A free-action feat has this glyph: pic

A one-action feat has this glyph: pic
A two-action activity has this glyph: pic
And a feat that isn't an action has no glyph: pic

You might also be pleased to know the spell description of PF2's fireball is only a single sentence! "A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage."

Silver Crusade

It’s not sad, because if they did no one would f&@!ing buy the books.


Syri wrote:
VoodistMonk wrote:
Ex. If something does not require an action, clearly state that it does not require an action... even in obvious stuff like Iron Will. There should just be a place in the definition of feats and abilities where you expect to see the required action, if any, clearly stated.

Ooh, we do have that in PF2, at least! A free-action feat has this glyph: pic

A one-action feat has this glyph: pic
A two-action activity has this glyph: pic
And a feat that isn't an action has no glyph: pic

You might also be pleased to know the spell description of PF2's fireball is only a single sentence! "A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage."

So does it just immediately manifest in the designated sector? No need for travel or manual aim to get through barricades etc? Interesting. Very interesting. Though I assume you do need line of sight to the target square still. Seems to be a diagonal change. Mostly upgraded, but a little bit of a downgrade too. So not quite a side grade since it's mostly better.


So I see 3 cases where you can potentially use Vital Strike with multiple attacks: Heritor Strike (said by author to not work), Warrior Poet (weird interaction with Spring Attack and its improved versions), and the feat discussed here (weird interaction with charging).

Your argument is that the Vital Strike text is "reminder text", my argument is that Vital Strike is not meant to be used with multiple attacks.

I wish Paizo was still doing FAQs.


Wonderstell wrote:
It might have been this one I thought about. Your dismissal of the author's intent combined with your answer that Ascetic Style would allow you to apply the scaling unarmed damage lead me to believe you were advocating the idea that Ascetic Style already allowed you to use any unarmed strike class feature. Of which Style Strikes would be part of.

Ascetic Style and Ascetic Form do different things - AStyle applies "effects that augment US" to the weapon, while AForm allows you to use "any class ability that can be used with an US" with the weapon. Simplified, the AStyle is for passive effects, AForm for active abilities. The scaling US damage is a passive effect, and thus AStyle is sufficient; the bonus ki attack and style strikes are active abilities and thus need AForm.

Wonderstell wrote:
What I wanted to point out is that you find yourself on the other side of the argument here.

I don't understand what you mean by this. How am I "on the other side of the argument"? The way I see it, my position is exactly the same.

Temperans wrote:
Your argument is that the Vital Strike text is "reminder text", my argument is that Vital Strike is not meant to be used with multiple attacks.

You are completely right, VS is not meant to be used with multiple attacks. Know what else it's not meant to be used with? Charge!

This is why your argument is, quite frankly, silly. Gorum's Swordmanship changes how you can use VS, this change means the intend for VS without the DFT cannot possibly be relevant for the combined effect. When we use the DFT; we have stopped abiding by how VS was meant to be used.

Of course, that's all pretty much irrelevant to my original point, namely that RAW it works, and everything else is just a houserule.

Temperans wrote:
I see 3 cases where you can potentially use Vital Strike with multiple attacks: Heritor Strike (said by author to not work), Warrior Poet (weird interaction with Spring Attack and its improved versions), and the feat discussed here (weird interaction with charging).

The Two-Handed Weapon Trick Cleaving Smash says "When you use Cleave, you can add the additional damage from Vital Strike to both your initial and your secondary attacks." It can't get more explicit than that.

VoodistMonk wrote:
I like Pathfinder regardless.

And especially you seem to like the enter key. Do you get payed for every double line break you make? Seriously, your posts are horrible to read. Most of your sentences shouldn't be followed by any line break at all.


I will use fewer line breaks from now on.

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