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Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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Thedmstrikes wrote:
JoelF847 wrote:
One thing I'd like to see change is traps. While the skill system as a whole I'm assuming will have the math change some so finding and disarming traps isn't trivial at mid-high level, I'd like to see disarming traps be harder than finding them. It's boring to me to have 1 skill check to find a trap and another one to disarm it and be done. Having found a trap with a skill check, but not be able to easily disarm it opens up a lot more creative options on how to deal with, avoid, or otherwise disable a trap than a single boring skill check.

I agree, traps needs something. It seems like the whole system was wrote as if only for the trap monkey in the party as opposed to everyone. So, either you have an optimized trap finder and they are almost trivial, or someone with a lot of HP to walk in front and trap find the "hard" way.

Can you drop in and start that conversation? See what the others come up with?

I tried the discord server for this, and like my previous attempts to try discord, didn't at all like the experience. I'll stick to my preferred Luddite email and message board communications. I'm confident that if LG is following 1000 discord messages a day, they can follow 5-10 message board posts a day as well.


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JoelF847 wrote:
I tried the discord server for this, and like my previous attempts to try discord, didn't at all like the experience. I'll stick to my preferred Luddite email and message board communications. I'm confident that if LG is following 1000 discord messages a day, they can follow 5-10 message board posts a day as well.

Yeah, we can.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Anguish wrote:
JoelF847 wrote:
One thing I'd like to see change is traps.

I am of the opinion that traps are fundamentally flawed. You're looking at a cool scenario that - best case scenario - the players don't get to see. As such, I think traps should be completely redesigned so they can't be fully mitigated. Successful "disarm" or "bypass" means they have a reduced effect. Where that isn't practical, they should just happen.

Imagine there was a rule that if players rolled their Knowledge check really well, combats are just automatically resolved in their favor. Monsters and NPCs don't go, don't do anything, don't actually show of their abilities. Lame. That's how traps work.

Overall, I agree with this, though I think many traps should have a way to disarm or bypass, but with a much harder check. Magical traps should be able to be addressed with spellcraft by casters, and rogues trapfinding let them use disable device to do so, but the DCs should be hard enough that a reasonably optimized character should have a 50% chance or so max, and a chance of setting it off when they try. Then let all the other ways of dealing with them come into play, acrobatics checks to jump over pits, moving heavy objects in the way of an arrow trap to block it, dispel magic, or specific countering magic (i.e. cast a 3rd level or higher fire spell on a cold blast trap to neutralize it, alchemical consumables to disrupt the mechanisms of a trap, telekinesis to spring it from a distance, or just old fashioned roll well on your saving throw, etc. Finding a trap should also give anyone with knowledge it exists a bonus to their AC or save against that trap, so even if you can't disarm it, there's value in finding it.

Grand Lodge

Anguish wrote:

Wait, what?

If the barbarian is having supper, they're conscious and active. The fairy being invisible doesn't make the barbarian helpless. Coup de grace doesn't apply in this situation.

CDG requires helplessness, and a full-round action. It simulates a theoretical fairy very carefully lining up a knitting needle and suddenly shoving it firmly up the barbarian's nostril, straight into the brain. That requires the barbarian to be paralyzed or unconscious... not moving, not defending, just a passive chunk of meat.

Further the scenario you describe is a natural one. Almost any other number on the rolled die would've succeeded at the save versus the critical hit damage a fairy can do. You could fix that by adding a single-line clause excepting CDG for the usual 1-is-an-auto-failed-save rule.

In our case, the DM used the dictionary definition for "helpless" at the time, and we kind of had to accept it, but the barbarian player rage quit that night.

I'd definitely be down for a "natural 1 doesn't count on a CDG", much like skill and ability checks. That said, had we been sleeping, it would have been just as bad because no matter what, this scenario was going to play out.

Grand Lodge

I guess about the only other thing I could add to my list is, make it so that a PC can have any magic item. Not gonna lie, most PCs I've made or played alongside do not wear any kind of cloak or ring beyond a cloak of resistance and a ring of protection because they're so desperately sought after. More so the cloak because there's nothing else that'll boost their saves. The nice thing about 3.5 was they had vests of resistance and cloaks of comfort (endure elements aura plus resistance bonus).

EDIT: Also, scaling items should be more of a thing. Too many characters toss out weapons and armor the very second they come across something newer, shinier, and already has other bonuses on it.


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Traps IMO work as puzzles or alarms. Puzzles meaning the players need to reason out how to deal with them, and a disable device check doesn't come into play until then if at all. Alarms can be dealt with just by skills, sure. Traps as a hit point tax can go.

I'm with kevin_video's barbarian-playing friend, but not with kevin_video's fix. A new edition should make the PF defintion of helpless more obvious perhaps. Wrapping the PCs in layers of plot armour while asleep, not so much.


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I am fine with traps being just the way they are...now haunts on the other hand.


TOZ wrote:
This is why I'm just waiting and watching what Legendary Games comes up with. They don't need my conflicting opinions in the mix either.

So, I spent over a week reading and trying to catch up with about 5 or 6 folks going at it about all things they think needs fixed. If they are the only voices being heard outside of the dev group, that is what you are going to get. You never know, you may have a unique idea or perspective that can make it into the revision, or at least a sane approach to something else when everyone is giving the digital equivalent of shoulder shrugs.


I was going to steal your list as a reprint, but it got cut off before it was halfway through anyway.
1. I am unsure about ability score limits, do not recall discussions on them, but saving throws have had a lot of conversation and I believe are going to be modified somehow.
2. I have seen several references to different background ideas, but I am personally on the fence about locking into an idea tree because of balance. I like to allow players some free form to create their own backstory.
3. Several others have made similar complaints, I honestly did not follow them very well because it seems to be a non issue in my games.
4. Also another point of strong contention; I am waiting with baited breath on the proposed fix for playtesting.
5. I do not think this has come up, specifically the louder voices are on skill consolidation and or reduction. Honestly, I think the caster level check works better in this case and I am an advocate for more skill snot less.
6. This has also come up, but it has been more about irrelevant combat choices or survivability or low level power hogs or who gets them, but I think this is the first time I have heard this argument (could be wrong though, just do not remember). TLDR, it is on the list of changes being eyed.
7. This seems new to me also, could be wrong, but I do not know 5Es version to form an opinion with or against you.
8. I am opposed to the use of other ability modifiers for damage (it promotes everyone trying to be a fighter without being the fighter and we all know where that leads); DEX in particular is the defense stat and giving both offense and defense wrapped in the same ability is just well, why have different abilities at all? To be fair, I seem to be the minority on this, so you are in good company.
9. I am unsure where you are gong with this, but wealth by level has been discussed and I think the devs have some idea of what they want to do. I casually disregard the idea myself.
10. Sounds good, I think you will find support for this from the devs.
11. I think this idea was brought up, but not a subject of hot contention since I do not remember well.
12. This has been a source of hot contention, so I am sure there will be some fix or another, what it is remains to be seen.
13. Based on what I read, this maybe a distinct possibility as they desire to shore up hole sin rule such as this.
14. I think you may be in the minority on this as I have heard more of the opposite. There has been a movement advocating for both more and less good stuff at the lower levels to (more) give a better suite of ability at the lower levels and (less) to prevent munchkinism via multiclassing.
15. I always thought that was the average number provided for you if you did not want to use dice. This may need to be brought up cause first I have heard of the request.
16. There is a lot of conversation about this. One guy in particular is playtesting using a percentage instead.
17. I think the devs are on your side here, but there is the primary rule of backward compatibility to get around. Not sure where it will lead. You are not alone.
18. Not sure if anyone has brought this up specifically. A lot of voice about speed reductions to be removed that I can recall. Might also need to be brought up.
19. Also talked about a lot, there may be something in the new version about this.
20. This has had a lot of conversation, so much I cannot remember half of it. This seems to be one of the minor goals of the new edition.
21. This seems to be popular with most, but not all. will wait and see.
22. Lots of folks talking about trap options (especially feats) and how numbers only feats need something added. while the TPK option may not be the fix, there is one coming.
23. This was talked about a bunch as was encumbrance and bulk; seems to be an uneven split on the ideas for and against change.
24. I disagree and I think there was a little conversation about this idea or a fix for it to make it better, but not many advocate for its removal. Seems integral to too many high level monsters as a "thing" they need to defend with.
25. I think you are in the minority here. I think the fix has always been give em class abilities if you need to beef them up. But, some advocate for a same same build concept for both PCs and monsters. I think there needs to be a break between monsters and PCs.
26. I think they are leaving advanced PC races for a later book. I do not think this complaint is out of earshot though.
27. I am not sure I follow on this. Different races with boosts would be inherently better than humans, without the requisite reduction too. Who would ever play humans if that is the case, most do not anyway cause they feel the need to start with something that has darkvision instead.
28. There are combat fixes planned, but I think they are looking at other options than the need to boost monster HP. Do not forget, every part of combat that is changed changes several other aspects without them being changed at all.
I hope this gives you a good summary of what your ideas are looking at up to this point in the discussions.


JoelF847 wrote:
Anguish wrote:
JoelF847 wrote:
One thing I'd like to see change is traps.

I am of the opinion that traps are fundamentally flawed. You're looking at a cool scenario that - best case scenario - the players don't get to see. As such, I think traps should be completely redesigned so they can't be fully mitigated. Successful "disarm" or "bypass" means they have a reduced effect. Where that isn't practical, they should just happen.

Imagine there was a rule that if players rolled their Knowledge check really well, combats are just automatically resolved in their favor. Monsters and NPCs don't go, don't do anything, don't actually show of their abilities. Lame. That's how traps work.

Overall, I agree with this, though I think many traps should have a way to disarm or bypass, but with a much harder check. Magical traps should be able to be addressed with spellcraft by casters, and rogues trapfinding let them use disable device to do so, but the DCs should be hard enough that a reasonably optimized character should have a 50% chance or so max, and a chance of setting it off when they try. Then let all the other ways of dealing with them come into play, acrobatics checks to jump over pits, moving heavy objects in the way of an arrow trap to block it, dispel magic, or specific countering magic (i.e. cast a 3rd level or higher fire spell on a cold blast trap to neutralize it, alchemical consumables to disrupt the mechanisms of a trap, telekinesis to spring it from a distance, or just old fashioned roll well on your saving throw, etc. Finding a trap should also give anyone with knowledge it exists a bonus to their AC or save against that trap, so even if you can't disarm it, there's value in finding it.

I get the basic idea of traps is a bunch of rolls currently. Many on the discord agree and want something less "boring" than a handful of dice rolls. Honestly though, that level of interaction requires a lot of improvisation on the part of the DM because it is not codified beyond, maybe, the type of trap employed (outside of magic traps which happen to just be spells). This can create consistency problems if the DM does not keep real good notes. "but DM, I already disarmed a trap just like this two years ago at the beginning of the campaign, why did it not work this time?" "Well, you only have to remember things that impact your PC, I got to keep track of you, all the others, and the bad guys. Sooner or later I am bound to miss something." Maybe a bit extreme, but I hope it conveys my point without over explaining.


kevin_video wrote:

I guess about the only other thing I could add to my list is, make it so that a PC can have any magic item. Not gonna lie, most PCs I've made or played alongside do not wear any kind of cloak or ring beyond a cloak of resistance and a ring of protection because they're so desperately sought after. More so the cloak because there's nothing else that'll boost their saves. The nice thing about 3.5 was they had vests of resistance and cloaks of comfort (endure elements aura plus resistance bonus).

EDIT: Also, scaling items should be more of a thing. Too many characters toss out weapons and armor the very second they come across something newer, shinier, and already has other bonuses on it.

There is a movement to eliminate the big 6 (hopefully you know what that is) so that magic items with a cool factor can be used more often. So, I think they are on board with this type of idea.

I am not sure scaling items are going to solve the discard magic item problem. If I had an item that gains more power over time, then I have no need for other similar items that do not scale that I find and I am still discarding them. Perhaps I am looking at this the wrong way?


kevin_video wrote:


I have no issue with helpless creatures being killed easily if they’re weaker, or if the narrative dictates it. But I’ve seen a barbarian with DR roll a natural 1 against an invisible fairy and instantly die while they were having supper, despite having 310 hp. We had just thought it was the rogue playing a trick and doing something to the food.

So because a rule was used entirely incorrectly the actual rule is wrong and needs changing?

kevin_video wrote:


A lot of players don’t trust the DM to do the rolling, and prefer to roll their own dice.

To the former, I have a hard time seeing why people would play with GMs they can't trust. Trusting players is important, but trusting GMs vital for a good game. Sure, they can make mistakes but if you can't trust them to do their best to be fair and try to make the game fun for everyone, what is the point?

To the latter, I don't see how passive Perception/SM changes anything. In either case, the GM is rolling the dice. I can understand wanting to roll dice for most things, but there is a limit to what players should roll.

kevin_video wrote:


Sean Reynolds and I have gone back and forth on CMB/CMD, and he absolutely hates it as much as I do. We even designed a magic item together to help combat it for smaller PCs because they really have it bad.

I like the general concept, it's just that execution is a bit whacked. My biggest issue with the current system is how CMD outstrips CMB very quickly and how performing combat maneuvers is often pointless, overly feat intensive and provokes AoOs which pretty much guarantees no one will use them without feats. I'm fine with Small creatures having a hard time bull rushing Colossal ones.

kevin_video wrote:


I have no idea what your games are like, but you’re being very assuming about mine. That said, my Pathfinder experience mostly comes from running lots of PFS. Like, 100-150 games a year. There’s not much in the way of home games in my small city, aside of a few groups that do 5e, Harn World, and AD&D. Most people here only game once a year at our annual convention.

I'm merely extrapolating from your list of things you want to change. You seem to have serious issues with stuff I'm fine with or like, and playing with people with incompatible wishes for a game is usually unpleasant. I do sympathize with your lack of home games - being stuck with only society play sounds terrible.

Grand Lodge

Thedmstrikes wrote:

6. This has also come up, but it has been more about irrelevant combat choices or survivability or low level power hogs or who gets them, but I think this is the first time I have heard this argument (could be wrong though, just do not remember). TLDR, it is on the list of changes being eyed.

7. This seems new to me also, could be wrong, but I do not know 5Es version to form an opinion with or against you.
8. I am opposed to the use of other ability modifiers for damage (it promotes everyone trying to be a fighter without being the fighter and we all know where that leads); DEX in particular is the defense stat and giving both offense and defense wrapped in the same ability is just well, why have different abilities at all? To be fair, I seem to be the minority on this, so you are in good company.
9. I am unsure where you are gong with this, but wealth by level has been discussed and I think the devs have some idea of what they want to do. I casually disregard the idea myself.
14. I think you may be in the minority on this as I have heard more of the opposite. There has been a movement advocating for both more and less good stuff at the lower levels to (more) give a better suite of ability at the lower levels and (less) to prevent munchkinism via multiclassing.
15. I always thought that was the average number provided for you if you did not want to use dice. This may need to be brought up cause first I have heard of the request.
23. This was talked about a bunch as was encumbrance and bulk; seems to be an uneven split on the ideas for and against change.
24. I disagree and I think there was a little conversation about this idea or a fix for it to make it better, but not many advocate for its removal. Seems integral to too many high level monsters as a "thing" they need to defend with.
25. I think you are in the minority here. I think the fix has always been give em class abilities if you need to beef them up. But, some advocate for a same same build concept for both PCs and monsters. I think there needs to be a break between monsters and PCs.
27. I am not sure I follow on this. Different races with boosts would be inherently better than humans, without the requisite reduction too. Who would ever play humans if that is the case, most do not anyway cause they feel the need to start with something that has darkvision instead.

These responses are getting longer so I'm going to cut it.

Spoiler:
6) I've seen players who have PCs with 4-5 animal companions because they dip so often. This is why Pathfinder Society had to implement that "1 companion rule" after the first couple of seasons because action economy got so ridiculous.
7) Pathfinder 1e: Darkvision - ability to see 60 feet even in total darkness.
5e: Darkvision - can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
The issue is that low-light vision lets you see in dim light, but not darkness, so RAW, anyone with darkvision can only see as well as a human can unless it's pitch black. That shouldn't be the case. If you can see in the dark, then you can see in the dark. Anyone who runs it differently, that's fine, but not everyone does what you do and there's some nasty GMs out there.
8) I'm guessing you don't play too many rogues or have done much fencing IRL. Not too many rogues are Strength-based, and foils aren't swung with brute strength. The issue with 3.5 and Pathfinder is all the MAD classes. Unless you find a way for monks to do Dex to damage, you need Str, Dex, Con, and Wis. Unless you roll well, or are even allowed to roll, chances are extremely low. A single feat, is fine. Just not a feat tree that lets you take a scimitar and use it as a piercing weapon.
9) Where I'm going with this is, 880k wealth is excessive. Most PCs can't even spend that. It's also a lot of pressure to have on GMs to make sure that much treasure is always on hand, otherwise you mess up CR. Not to mention all the cheapskate GMs that don't want to give any treasure. 3.5 only needed 760k for wealth and that was fine. You could boost class abilities (spontaneous casting, Fighter with a Will save and Combat Stamina as a bonus feat, Cleric with more than just channel energy, etc), and that would help offset the need for wealth. 5e and Trailblazer essentially threw out wealth and gave the classes the boost they needed so lower wealth wouldn't be an issue.
14) If I'm in the minority, then I will get the rest of the minority to speak louder because it is most certainly the majority here. Munkinism builds don't need certain stats, and you seeing 20 point builds with variant humans (+2 to two stats) that are 20/14/18/7/7/7 taking dips into hunter, warpriest, etc because "you don't need Wisdom and I don't care about spells" is maddening. I'm definitely there with the people who want Evasion, Divine Grace, and other class abilities to be higher than level 2.
15) As per the Core Rulebook, there is no minimum. Only PFS has one. You're to roll your stats. Some GMs can't be bothered and just give you half rounded down because "That's all monsters get."
23) I'm okay with encumbrance being an Option rule only. Some people still like it. I'm not one of them. The 6 Strength gnome wizard definitely appreciates it being removed.
24) Back in 3.5, I had less of an issue with Spell Resistance because it was 5+ and 10+, and you had spells like the 4th level swift action spell, Assay Spell Resistance which gave you a +10 to bypass SR for X rounds. Bring back that spell and people will be less unhappy. However, if you multiclass, like say a wizard/cleric/mystic theurge, you're probably never going to bypass that creature's SR without such a spell existing. Heck, any PrC has you lose 1-4 levels of casting, so you're down that much. Spell Penetration and Greater Spell Penetration aren't enough to help with that either. Maybe if you're a full elf and take those feats, the +6 will be of benefit, but you better also be a full caster. Maybe bring back feats like Practiced Spellcaster to give back the missing caster levels up to +4. Beat sticks don't care about SR, but casters definitely do. If not a removal, then at least lower it somewhat.
25) If I'm in the minority, then more people need to speak up on that Discord and here. Kobolds are a terrible race in Pathfinder and 5e. In 3.5 they became magically better thanks to the dragonborn ritual and the Dragonwrought feat that everyone used to get +3 Int, +3 Wis, +3 Cha at 1st level. Pathfinder currently has them a 5 RP race (grippli could use a boost too in that regard). Playing one, you always count as a level lower than the rest of your party because of their weakness. They're also the only race with -4 Strength. That's sad. 4e at least gave them some respect. And I know I'm not the only one. There are various channels on YouTube that talk about this, including NerdImmersion, who, got his version of the swole kobold printed by Kobold Press. I don't disagree that there should be some kind of break between monsters and PCs, but any official playable race is a potential PC. I mean, if goblins can be an official race in PF 2e, and there be five solids modules for them, and one pretty amazing PFS scenario for kobolds, then kobolds can get some Corefinder love too.
27) Who would play a human? Most people, if not everyone. Quote most of the 30 PFS players here: "Human is the superior race." That bonus feat is everything to them. Archers get Point-Blank Shot and Precise Shot without needing to be a fighter. Melee combatants can take Power Attack and Cleave at 1st level, again without being a fighter. Some go variant human to ditch the feat for the two +2 to any stats of their choosing. Darkvision means so little to them because it's almost never relevant. Get a wand of darkvision or potions. A lot of humans take Catch Off-Guard or Torch Fighter so they can use a torch as a weapon. And a 1 level dip into practically any spell casting class gets you the light cantrip at-will. Compare that to say, the orc. +4 Str, -2 to mental stats, darkvision 60 ft but light sensitivity, weapon familiarity, and ferocity. One dip into Unbreakable fighter and I get most of the weapons and the ferocity, and I still get my bonus feat.

And I get that my responses would cause eye rolling and sarcastic quotes like "I sure bet he's a lot of fun at parties", but these are actual issues that we've had problems here with in the prairie provinces, not just my little city. They've been discussed at length during conventions, and why so many people left Pathfinder to go to other systems, whether new or old. I'd very much like to see Corefinder bring those players back.

Thedmstrikes wrote:
I am not sure scaling items are going to solve the discard magic item problem. If I had an item that gains more power over time, then I have no need for other similar items that do not scale that I find and I am still discarding them. Perhaps I am looking at this the wrong way?

A scaling item might actually stick around for the entirety of the game. I've seen all too many people who either toss away an item for a new shiny, or they have a golf bag of weapons because they keep everything for themselves. Scaling items also help offset wealth issues. If a particular game is has a wealth dedicated to the front line fighters, and everything is weapons and armor, all the casters suddenly have to do without. Or vice versa. That's not saying it's an immediate fix, but I definitely like the idea of a story item, and they're nice to see in modules and adventure paths.

I'll add more more fix I'd like to see, and this is something that other editions and systems do now, and even 3PP Pathfinder 1e PrC or feats do, should they be allowed in a home game.

29) Wands being allowed to use numerous charges to increase the caster level of the spell. For those of you who want to keep Spell Resistance, this would make wands still relevant at higher levels.


Quote:
8) I'm guessing you don't play too many rogues or have done much fencing IRL. Not too many rogues are Strength-based, and foils aren't swung with brute strength. The issue with 3.5 and Pathfinder is all the MAD classes. Unless you find a way for monks to do Dex to damage, you need Str, Dex, Con, and Wis. Unless you roll well, or are even allowed to roll, chances are extremely low. A single feat, is fine. Just not a feat tree that lets you take a scimitar and use it as a piercing weapon.

You fence by dealing touch attacks. Not penetrating parts of armor, padding and flesh to deal damage. If you want RL argument.

My problem with Dex to damage is too many things tied to Dex (it's not called God stat for nothing), and Strength not having anything to do (PF2 did some right there, having Str ignore armor encumbrance, and defaulting initiative to Wis (perception)). I wouldn't mind Dex to damage if we had Str to AC feat, too.

Grand Lodge

Bjørn Røyrvik wrote:
So because a rule was used entirely incorrectly the actual rule is wrong and needs changing?

I didn't say that. I'm saying that a lot of us at local gaming conventions has discussed how easy it is to just sneak into a camp with invisibility, Skill Focus (Stealth), max ranks in Stealth, levels in assassin and rogue, sit there, and just TPK party after party after party, all the while giving double birds because of how helpless they are. Yeah, it looks cool in movies and TV, and low level mooks should be taken out easily, but PCs are a different brand of hero that shouldn't die just because they decided to sleep in the inn instead of taking watch in the middle of the forest.

All I'm saying, is it would nice to have a slight bit more balance. That's it.

Bjørn Røyrvik wrote:

To the former, I have a hard time seeing why people would play with GMs they can't trust. Trusting players is important, but trusting GMs vital for a good game. Sure, they can make mistakes but if you can't trust them to do their best to be fair and try to make the game fun for everyone, what is the point?

To the latter, I don't see how passive Perception/SM changes anything. In either case, the GM is rolling the dice. I can understand wanting to roll dice for most things, but there is a limit to what players should roll.

Because that's all you have. To be blunt, we've banned GMs because of how bad they can get. And there are numerous horror stories of home games that used to exist. Since the pandemic, most of us, haven't missed gaming. At all. But that's a different story.

Passive Perception and Sense Motive/Insight just lets the GM tell the player that their PC notices something, and streamlines things.

Bjørn Røyrvik wrote:
I'm fine with Small creatures having a hard time bull rushing Colossal ones.

I'm fine with that too. It just sucks being on the receiving end of it. You're a small wizard? Enjoying your CMD meaning absolutely nothing unless you took Defensive Combat Training, and even that's not likely going to save you.

I definitely understand the AoO being annoying for making CMB checks, but most PCs that do also have all the other feats so they can trip, AoO the trip, stomp during the trip, have the party make AoO on the tripped creature, then make another attack on the trip creature because the party attacked the tripped creature. The Brute Stomp and Vicious Stomp feat tree is almost unparalleled.

Bjørn Røyrvik wrote:
I'm merely extrapolating from your list of things you want to change. You seem to have serious issues with stuff I'm fine with or like, and playing with people with incompatible wishes for a game is usually unpleasant. I do sympathize with your lack of home games - being stuck with only society play sounds terrible.

A lot of my list isn't just my list. They're the list a lot of us at the local gaming convention have brought up that we'd like to see changed, or enjoy in other systems, and they're why a lot of the people left Pathfinder/PFS to go to Starfinder, PF 2e, 5e, or entirely different systems altogether. A lot have even gone back to AD&D. Even local elementary schools were teaching 5e and Pathfinder 1e, and the students all preferred 5e. The list isn't off the top of my head. It's a Google Doc that's been slowly added to for the past 6 years. We stopped adding to it last year when PF 2e came out. Why complain about a dead system when other systems made them happier? I just want our issues brought up. Maybe once Corefinder comes out, some will come back to try give it a shot. Maybe they won't.

Grand Lodge

necromental wrote:
My problem with Dex to damage is too many things tied to Dex (it's not called God stat for nothing), and Strength not having anything to do (PF2 did some right there, having Str ignore armor encumbrance, and defaulting initiative to Wis (perception)). I wouldn't mind Dex to damage if we had Str to AC feat, too.

I'm fine with Str doing something like being allowed to be used for initiative. There was a series of 3PP feats like Muscle Reaction which added Str to initiative checks, or Battlefield Intuition which used Wis, or Presence of Mind which used Int. These stacked with Dex and Improved Initiative. All feats were done by the unfortunately defunct company, 4Winds Fantasy Gaming.

Grand Lodge

Oh, another one.
30) Change Pathfinder 1e's shield property Animated, which is a +2 enhancement, to a +1 (call it "Lesser Animated" or "Animated, Lesser"), and bring back the original 3.5e OGL Animated and make that the +2 version.


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kevin_video wrote:
necromental wrote:
My problem with Dex to damage is too many things tied to Dex (it's not called God stat for nothing), and Strength not having anything to do (PF2 did some right there, having Str ignore armor encumbrance, and defaulting initiative to Wis (perception)). I wouldn't mind Dex to damage if we had Str to AC feat, too.
I'm fine with Str doing something like being allowed to be used for initiative. There was a series of 3PP feats like Muscle Reaction which added Str to initiative checks, or Battlefield Intuition which used Wis, or Presence of Mind which used Int. These stacked with Dex and Improved Initiative. All feats were done by the unfortunately defunct company, 4Winds Fantasy Gaming.

Adding as a bonus to Dex only exacerbates problems. Half of your complaints/wants for fixes would be unnecessary if they cleaned up the math. I don't want PF2 stuffled math, but cleaning up bonuses (less bonus types, assigning a bonus type to untyped bonus stuff), not having a ton of stackable stuff would go a long way in making a game less a chore.

I have faith in that because as it seems Corefinder won't be a monthly printing of character options (which would eventually cause problems for any system like it did for 3.x and then PF1. It killed PF2 for me in start because skill feats are envisioned as something to be printed with every publication, no matter how stupid they are).

Grand Lodge

necromental wrote:
Adding as a bonus to Dex only exacerbates problems. Half of your complaints/wants for fixes would be unnecessary if they cleaned up the math. I don't want PF2 stuffled math, but cleaning up bonuses (less bonus types, assigning a bonus type to untyped bonus stuff), not having a ton of stackable stuff would go a long way in making a game less a chore.

I agree that it would. Just letting you know how those feats worked. Being allowed to choose just one would be nice.

I also agree that having insight, morale, luck, competence, circumstance, sacred/profane, enhancement, and untyped bonuses are definitely a pain to keep track of. I think we'd still need a couple though because untyped just stacks with itself, which has quickly become an issue in 5e. But you needed that kind of thing with the old system to be able to hit the massive AC most BBEG's had. It'd be nice if Corefinder got rid of that need.

I'll also add that I'm hoping the whole: 1 round, 1 round/level, 1 minute/level, 1 round/2 levels, etc, goes away. That's also some unnecessary tracking.


I would prefer Con to AC over Str.

If you have a problem with Dex to damage, just increase starting stats and stat growth. Get rid of all stat increasing magic items except Str based ones or increase max Str allowed compared to other stats. So in the long run Str based will do more damage. Also if anyone with a Str 13 can do power attack without feat cost then that would be good as well.

Personally starting stats should be 8, 10, 12, 14, 16, and 18. Then adding level bonuses of +2 to one stat at 1st and at 4th(and every 4 levels after) get a +2 to three stats. Stats maxing out at 30. No stat increasing items.

Would love to get rid of amulets of natural armor and rings of protection and just add half your character level to AC(base, touch, and flat footed) and CMD if you are stilling using that.

Would love the optional rule that you can use one of two stats for saves, whichever is currently higher. Con or Str for Fort, Dex or Int for Ref, and Wis or Cha for Will saves.


kevin_video wrote:

I'm saying that a lot of us at local gaming conventions has discussed how easy it is to just sneak into a camp with invisibility, Skill Focus (Stealth), max ranks in Stealth, levels in assassin and rogue, sit there, and just TPK party after party after party, all the while giving double birds because of how helpless they are. Yeah, it looks cool in movies and TV, and low level mooks should be taken out easily, but PCs are a different brand of hero that shouldn't die just because they decided to sleep in the inn instead of taking watch in the middle of the forest.

All I'm saying, is it would nice to have a slight bit more balance. That's it.

I absolutely don't want to give the impression I'm invalidating your table experiences. They're real, and they influence you. Got it.

That said, you're describing (another) bad GM situation. A GM who sets invisible assassins on 1st to 3rd level parties to TPK them in the night is a huge, huge problem. At 4th, an alarm spell will last an entire 8-hour rest, so I can give said bad GM the benefit of the doubt that they're encouraging you to learn and use the book. Still a nasty GM, but one that can be mitigated.

The biggest takeaway I see here is the illumination that the rule can be abused by abusive GMs. That should be considered, and I'd support you in that. I've read a lot of threads on CDG over the years and most of us shy away from pushing for it. Most GMs who manage a hold person or some other paralysis effect on a PC try to give a round or more of time for the PCs to react and rally around their comrade. It's generally frowned on to do a one-two punch with two monsters in initiative to paralyze-then-CDG, for instance. But that's us, being civilized. I grant that you may have had barbarian GMs in the past. And I saw what you did there with the player who rage-quit. <Grin>

Grand Lodge

This is more of a Bestiary design issue, but I remember Sean Reynolds really hating this change from 3.5 during his time writing the Giantslayer AP. Give all giants the same Weapon Familiarity ability that elves, dwarves, and orcs do. Most, if not all, giants have to sacrifice one of their feats for a Martial or Exotic Weapon Proficiency. Easily fixable.

As for magic items boosting stats, I wouldn’t be against ones that just gave you a flat number. Having a +2 Boost to a stat isn’t all that great.

Thinking back, I remember another d20 system that had you add your Con to saves, and you made Fort saves against excessive damage (anything equal to or greater half your hp). That was interesting.


At the very least, in the spells section do what you can to shorten it. Don't have multiple entries for what a obviously the same spell pumped up. If two or more spells are only slightly different just have one entry with a "you can adjust this bit, but it will count as a separate spell".

Do the same thing with feat and equipment (especially weapons).

The more consolidated things are, the more content will fit inside.

Grand Lodge

SilvercatMoonpaw wrote:

At the very least, in the spells section do what you can to shorten it. Don't have multiple entries for what a obviously the same spell pumped up. If two or more spells are only slightly different just have one entry with a "you can adjust this bit, but it will count as a separate spell".

Do the same thing with feat and equipment (especially weapons).

The more consolidated things are, the more content will fit inside.

Going on that, I wouldn't mind spells being upcast. Instead of needing to prepared summon monster at every level, just have the level 1 version and allow it to take higher slots to summon better creatures. This would also reduce the need for resist energy vs. communal resist energy or other communal spells. It can just have a notation at the end that says "if using a level X slot, this functions as normal, but affects Y people touched with new Z time limit."


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I really wish all martial classes got 6+Int mod skill points, casters got 4+Int mod, and skill monkeys got 8-10+Int mod. Kinetcist would get 6+Int mod skill points.

Clerics should be able to spontaneously cast their domain spells.

I could see a class feature/feat that would let prepared casters spontaneously cast spells like monster summoning, any level version, maybe even if they don't have the spell in their spell book.


Personally, I just wish every class cast the same way.

But I know I'm going to get overruled on that.


What do you mean cast the same way? That could be taken to mean different things.


Dragon78 wrote:
What do you mean cast the same way? That could be taken to mean different things.

All spontaneous, or all like arcanists.


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SilvercatMoonpaw wrote:

Personally, I just wish every class cast the same way.

But I know I'm going to get overruled on that.

Every opinion counts. Me... I don't want to see more same. Variety is the spice of life, and at our table, prepared, spontaneous, psionic power points, akashic veils... all allowed.


Anguish wrote:
Every opinion counts. Me... I don't want to see more same. Variety is the spice of life, and at our table, prepared, spontaneous, psionic power points, akashic veils... all allowed.

Archetypes that allow the player/GM to choose what way a class casts, then.

I feel like it would be nice to play a normally-prepared class without having to think about load-outs every day.


Does it have to be archetypes, we could just have an optional rule that lets you change it, no need to alter any other aspects of the class.


Dragon78 wrote:
Does it have to be archetypes, we could just have an optional rule that lets you change it, no need to alter any other aspects of the class.

The book could have one archetype (per casting method) that applies to all applicable classes.

Grand Lodge

Dragon78 wrote:
I really wish all martial classes got 6+Int mod skill points, casters got 4+Int mod, and skill monkeys got 8-10+Int mod. Kinetcist would get 6+Int mod skill points.

Definitely not against that, but it likely won't happen to that degree. With them consolidating skills, a rogue with 8+Int skill ranks might actually have too many ranks with not enough skills. Just depends on how far they take it. As long as we have at least 15 skills to play with, we should be fine.

I didn't mention it before because my initial statement was for those behind Corefinder to have a brief look at the Purple Duck Games Porphyra RPG (ie. Pathfinder 1.5e), but a few classes got a boost with skill ranks.
Cleric has bonus feats, a Capstone, and 4+Int skills.
Fighter has a Will save, Combat Stamina a bonus feat at 1st level, and 4+Int skills.
Unchained Rogue became the base rogue class.

In addition, the Paladin became Champion and is no longer hampered with alignment.

Anguish wrote:
Variety is the spice of life, and at our table, prepared, spontaneous, psionic power points, akashic veils... all allowed.

I kind of miss spell points from 3.5, which was basically the equivalent to power points. Psionic classes would be nice to have back.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Thedmstrikes wrote:
JoelF847 wrote:
Anguish wrote:
JoelF847 wrote:
One thing I'd like to see change is traps.

I am of the opinion that traps are fundamentally flawed. You're looking at a cool scenario that - best case scenario - the players don't get to see. As such, I think traps should be completely redesigned so they can't be fully mitigated. Successful "disarm" or "bypass" means they have a reduced effect. Where that isn't practical, they should just happen.

Imagine there was a rule that if players rolled their Knowledge check really well, combats are just automatically resolved in their favor. Monsters and NPCs don't go, don't do anything, don't actually show of their abilities. Lame. That's how traps work.

Overall, I agree with this, though I think many traps should have a way to disarm or bypass, but with a much harder check. Magical traps should be able to be addressed with spellcraft by casters, and rogues trapfinding let them use disable device to do so, but the DCs should be hard enough that a reasonably optimized character should have a 50% chance or so max, and a chance of setting it off when they try. Then let all the other ways of dealing with them come into play, acrobatics checks to jump over pits, moving heavy objects in the way of an arrow trap to block it, dispel magic, or specific countering magic (i.e. cast a 3rd level or higher fire spell on a cold blast trap to neutralize it, alchemical consumables to disrupt the mechanisms of a trap, telekinesis to spring it from a distance, or just old fashioned roll well on your saving throw, etc. Finding a trap should also give anyone with knowledge it exists a bonus to their AC or save against that trap, so even if you can't disarm it, there's value in finding it.
I get the basic idea of traps is a bunch of rolls currently. Many on the discord agree and want something less "boring" than a handful of dice rolls. Honestly though, that level of interaction requires a lot of improvisation on the part of the DM because it is not codified beyond, maybe, the type of trap employed (outside of magic traps which happen to just be spells). This can create consistency problems if the DM does not keep real good notes. "but DM, I already disarmed a trap just like this two years ago at the beginning of the campaign, why did it not work this time?" "Well, you only have to remember things that impact your PC, I got to keep track of you, all the others, and the bad guys. Sooner or later I am bound to miss something." Maybe a bit extreme, but I hope it conveys my point without over explaining.

Except it doesn't have to be done through improvisation at all. If you design traps to explicitly state things like "this cold blast trap can be disabled by casting a 3rd level or higher spell with the fire descriptor on it" and each trap has 2-3 such options built in, that covers a lot. Then other things simply leverage other rule systems, such as acrobatics/jumping rules to jump over pits, cover and complete cover for placing obstacles in the way of traps that make attack rolls, etc.

Sure you will still have cases of a specific badly built trap that omits things as disable options which it shouldn't, but that's a problem which exists with any system when individually badly designed monsters, spells, feats, etc. exist.


I also cut these because the system does not give enough on the quote.

extracts from Kevin_Video wrote:

lot of stuff:
8) I'm guessing you don't play too many rogues or have done much fencing IRL. Not too many rogues are Strength-based, and foils aren't swung with brute strength. The issue with 3.5 and Pathfinder is all the MAD classes. Unless you find a way for monks to do Dex to damage, you need Str, Dex, Con, and Wis. Unless you roll well, or are even allowed to roll, chances are extremely low. A single feat, is fine. Just not a feat tree that lets you take a scimitar and use it as a piercing weapon.

14) If I'm in the minority, then I will get the rest of the minority to speak louder because it is most certainly the majority here. Munkinism builds don't need certain stats, and you seeing 20 point builds with variant humans (+2 to two stats) that are 20/14/18/7/7/7 taking dips into hunter, warpriest, etc because "you don't need Wisdom and I don't care about spells" is maddening. I'm definitely there with the people who want Evasion, Divine Grace, and other class abilities to be higher than level 2.
15) As per the Core Rulebook, there is no minimum. Only PFS has one. You're to roll your stats. Some GMs can't be bothered and just give you half rounded down because "That's all monsters get."
24) Back in 3.5, I had less of an issue with Spell Resistance because it was 5+ and 10+, and you had spells like the 4th level swift action spell, Assay Spell Resistance which gave you a +10 to bypass SR for X rounds. Bring back that spell and people will be less unhappy. However, if you multiclass, like say a wizard/cleric/mystic theurge, you're probably never going to bypass that creature's SR without such a spell existing. Heck, any PrC has you lose 1-4 levels of casting, so you're down that much. Spell Penetration and Greater Spell Penetration aren't enough to help with that either. Maybe if you're a full elf and take those feats, the +6 will be of benefit, but you better also be a full caster. Maybe bring back feats like Practiced Spellcaster to give back the missing caster levels up to +4. Beat sticks don't care about SR, but casters definitely do. If not a removal, then at least lower it somewhat.
25) If I'm in the minority, then more people need to speak up on that Discord and here. Kobolds are a terrible race in Pathfinder and 5e. In 3.5 they became magically better thanks to the dragonborn ritual and the Dragonwrought feat that everyone used to get +3 Int, +3 Wis, +3 Cha at 1st level. Pathfinder currently has them a 5 RP race (grippli could use a boost too in that regard). Playing one, you always count as a level lower than the rest of your party because of their weakness. They're also the only race with -4 Strength. That's sad. 4e at least gave them some respect. And I know I'm not the only one. There are various channels on YouTube that talk about this, including NerdImmersion, who, got his version of the swole kobold printed by Kobold Press. I don't disagree that there should be some kind of break between monsters and PCs, but any official playable race is a potential PC. I mean, if goblins can be an official race in PF 2e, and there be five solids modules for them, and one pretty amazing PFS scenario for kobolds, then kobolds can get some Corefinder love too.
27) Who would play a human? Most people, if not everyone. Quote most of the 30 PFS players here: "Human is the superior race." That bonus feat is everything to them. Archers get Point-Blank Shot and Precise Shot without needing to be a fighter. Melee combatants can take Power Attack and Cleave at 1st level, again without being a fighter. Some go variant human to ditch the feat for the two +2 to any stats of their choosing. Darkvision means so little to them because it's almost never relevant. Get a wand of darkvision or potions. A lot of humans take Catch Off-Guard or Torch Fighter so they can use a torch as a weapon. And a 1 level dip into practically any spell casting class gets you the light cantrip at-will. Compare that to say, the orc. +4 Str, -2 to mental stats, darkvision 60 ft but light sensitivity, weapon familiarity, and ferocity. One dip into Unbreakable fighter and I get most of the weapons and the ferocity, and I still get my bonus feat.
29) Wands being allowed to use numerous charges to increase the caster level of the spell. For those of you who want to keep Spell Resistance, this would make wands still relevant at higher levels.
30) Change Pathfinder 1e's shield property Animated, which is a +2 enhancement, to a +1 (call it "Lesser Animated" or "Animated, Lesser"), and bring back the original 3.5e OGL Animated and make that the +2 version.

Couple of follow ups to clarify some misunderstanding, notably from me:

8. This is a hill I am prepared to die on. Giving one stat so much influence over combat makes so more things irrelevant due to its ability to consolidate instead of spreading resources. In this case, armor and strength become unneeded as long as dex to damage exists, period. Even fighters can benefit so much more from this trade off, not just rogues. This is strictly a balance issue, forget realism, it takes things away from the game because of all of what it does do. As a fix to other game issues, it backfires.
14. I am confused by your idea to make this more difficult, then you defend multiclassing as something that should be done in other arguments. You have given a very specific example, and I must point out that in a game with so many choices and material, people are going to find a way to abuse the system. I think the core of what they are attempting to do with this update of the system is more removing the way in which people can execute the abuse instead of broad strokes to eliminate or make more difficult said options. that does not mean that a few things cannot be resolved without said broad stroke, but if we could focus on smaller changes that address the specific abuses that is the end goal. I am sure the LG team will correct me if I am wrong.
15. I have become confused again, is this issue over hit points or damage dice? I thought it was damage dice.
24. I will agree that there is at least a consensus that spell resistance needs a change, and some say removal. I can agree to a change, but not a removal. I just cannot see a change proposed so far that will not create its own set of issues.
25. Here is another place I misunderstood. I thought we were talking about Kobolds as monsters no PCs. Totally my fault on this one. That said, monster races are difficult because in my experience (and I have a lot, but it is distinctly different from yours), players want to play monster PCs for either mechanical advantage or cool factor, which is fine by itself, but they neglect the RP part when it comes to the enmity said race encounters at every "civilized" turn. It is a PITA for the DM. That is all beside the point because Corefinder will not explore much in monster PCs at this stage. Perhaps in a later book though, at least according to what I gather from the Discord.
27. Two things, remember not everyone has system mastery and they still see the surface for its options and races which provide darkvision because the bad guys cannot always see them coming, is a big deal (again this leads back to our differing experiences, you have a core group over long period, I have many groups of mostly beginners over short periods). Back to the issue at hand, when I decide on a non human race for a PC, I understand that there is an advantage compensated for by a disadvantage to "offset" the race as a distinctly better choice. If I remove the disadvantage, then the race becomes a distinctly better choice. Forget everything else, the response is only about the removal of the disadvantage from stat adjustment.
29. This is something I have never heard proposed before, hopefully the devs will see it and at least consider it as a thing in and of itself.
30. While this is very specific, there have been a few other very specific requests, but not this one. Again, it is there for the devs to review at least now.
K V, I am not trying to be antagonistic here, so if the written form shows that, I apologize. There are plenty of disagreements on the discord in similar veins. Can I encourage additions that have issue and proposed resolution in a reasoned and well spelled out fashion (or at least a declaration that the solution is not known but just needed) going forward? Then we can discuss with a little less misunderstanding, I hope.
As always, your input, as well as others, is valued (even if not ultimately used). Be heard, do not remain silent!


JoelF847 wrote:

Except it doesn't have to be done through improvisation at all. If you design traps to explicitly state things like "this cold blast trap can be disabled by casting a 3rd level or higher spell with the fire descriptor on it" and each trap has 2-3 such options built in, that covers a lot. Then other things simply leverage other rule systems, such as acrobatics/jumping rules to jump over pits, cover and complete cover for placing obstacles in the way of traps that make attack rolls, etc.

Sure you will still have cases of a specific badly built trap that omits things as disable options which it shouldn't, but that's a problem which exists with any system when individually badly designed monsters, spells, feats, etc. exist.

Yes, I totally get that, but now you are talking about a complete redesign and increase in word count, etc. which is well beyond the scope of the initial Corefinder project. Currently, it is the exception more than the rule that trap information contains the disarm text. That is a lot of work across a great breadth of adventures. Now, if you want to make it standard going forward and we as DMs can retro as needed for the traps that fit, sure, great! But, again, that is probably enough material to fill its own book.


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Having read a great deal of the things that folks are proposing as fixes, I am concerned with a general power creep for the game as a whole. It is a stated fact that the design team desires fix actions that boost lagging parts instead of taking away (or nerfing) them. As a DM, I am concerned about the changes I will need to do to the backend to also compensate for all the player boosts to keep up the challenges, something also stated by the design team that is not to be needed. I fully understand that not all encounters are supposed to be challenges, but my concerns stand and this is based off the amount of tinkering I already need to do from time to time, mostly, but not always, to boost the bad guys. I have been holding this reservation back for a long time because I figure any playtesting will show my concerns, but, the more I read, the more I see this becoming an issue.

Grand Lodge

Thedmstrikes wrote:

I also cut these because the system does not give enough on the quote.

Stuff:
8. This is a hill I am prepared to die on. Giving one stat so much influence over combat makes so more things irrelevant due to its ability to consolidate instead of spreading resources. In this case, armor and strength become unneeded as long as dex to damage exists, period. Even fighters can benefit so much more from this trade off, not just rogues. This is strictly a balance issue, forget realism, it takes things away from the game because of all of what it does do. As a fix to other game issues, it backfires.
14. I am confused by your idea to make this more difficult, then you defend multiclassing as something that should be done in other arguments. You have given a very specific example, and I must point out that in a game with so many choices and material, people are going to find a way to abuse the system. I think the core of what they are attempting to do with this update of the system is more removing the way in which people can execute the abuse instead of broad strokes to eliminate or make more difficult said options. that does not mean that a few things cannot be resolved without said broad stroke, but if we could focus on smaller changes that address the specific abuses that is the end goal. I am sure the LG team will correct me if I am wrong.
15. I have become confused again, is this issue over hit points or damage dice? I thought it was damage dice.
25. Here is another place I misunderstood. I thought we were talking about Kobolds as monsters no PCs. Totally my fault on this one. That said, monster races are difficult because in my experience (and I have a lot, but it is distinctly different from yours), players want to play monster PCs for either mechanical advantage or cool factor, which is fine by itself, but they neglect the RP part when it comes to the enmity said race encounters at every "civilized" turn. It is a PITA for the DM. That is all beside the point because Corefinder will not explore much in monster PCs at this stage. Perhaps in a later book though, at least according to what I gather from the Discord.
27. Two things, remember not everyone has system mastery and they still see the surface for its options and races which provide darkvision because the bad guys cannot always see them coming, is a big deal (again this leads back to our differing experiences, you have a core group over long period, I have many groups of mostly beginners over short periods). Back to the issue at hand, when I decide on a non human race for a PC, I understand that there is an advantage compensated for by a disadvantage to "offset" the race as a distinctly better choice. If I remove the disadvantage, then the race becomes a distinctly better choice. Forget everything else, the response is only about the removal of the disadvantage from stat adjustment.

I also am not trying to be antagonistic here, even if it doesn't come across that way. It's hard to read tone in text. It's all a matter of how your day went and how you read into things.

Response to Stuff:
8) I'm not against a feat to get Dex to damage. Unchained rogues get it at 3rd level, but only with a specific weapon. Slashing Grace is the third feat in a feat tree, and lets you finesse with your Weapon Focus specialized weapon. I'm just proposing it to be one less feat. Or two. Why do you want MAD characters? Monks need four stats, paladins and clerics need three (paladins used to need four with Wisdom in 3.5 but thankfully got fixed), and most others can get away with two. That's not necessarily a bad thing. If encumbrance is kept, then Strength is still necessary. If not, oh well. Other systems are doing fine with using Dex to damage. Unless your Dex is going to hit 44, which armor can't compensate for, your AC isn't untouchable.
Quick deep dive because I want to understand. Let's say everyone has 26 Dex (+8 Mod) from max Dex rolls plus racial bonus plus +6 Dex item. (This example comes from a PFS character I've seen: sylph unchained rogue 5/fighter 2/swashbuckler 1/duelist 5) They have +8 to hit and damage and their AC is 22 with a shield and +1 padded armor (because nothing else works for them). That's not that different from the PC with Dex 13 wearing +1 plate with a shield, which is AC 23? No check penalty, but if it's a fighter, it's not that big of a deal, and if the 26 Dex is caught flat-footed, their AC plummets. Unless you've got Uncanny Dodge, of course.

14) More difficult, but not impossible. I've been playing since AD&D 2nd, so I'm not saying I want the paladin to need 12 Str, 13 Wis, and 17 Cha before multiclassing in either direction, but 5e does well enough just asking for a 13. I like multiclassing for the purposes of getting into a Prestige Class. I have nothing against those who want to be a fighter/cleric, fighter/rogue, or any other combination, but asking for a 13 in a stat isn't game breaking. Granted, unlike 5e, we still have races with penalties to their stats, so maybe just an 11 is plenty. At the very least, it stops munchkins who purposely only have 5's and 7's in stats. Again, something Starinder and PF 2e got rid of by not allowing stats to go below 10 before racial penalties.

15) Not sure where you got damage die from, but, yes, I was referring to character class hit die. Having it spelled out that the barbarian is "1d12 (or 7) + your Constitution modifier per barbarian level after 1st." goes a LONG way.

25) I definitely play other races for the cool factor. Tieflings are my go-to if they're allowed. I'm already human. I don't want to play me. I'd rather play the me from the Plane of Water or a layer of Hell. If players are "forgetting" to be civilized with their "monster" race, that's a "them" problem, and I've certainly experienced that. Just doing whatever they want while laughing it up and flipping everyone off at the table until they're kicked out, and they're throwing violent tantrums because no one wants to play with them anymore (and sometimes bans from locations and police intervention is required).

27) "System mastery" isn't really the issue. Almost every GM I've talked with will give a new player a human fighter as their first character. No darkvision, no complications, super vanilla. Sometimes even pre-rolled for them. I, myself, was given an elf fighter pre-rolled because the story required the elf part, otherwise it would have been human. And a lot of newer players, thanks to Critical Role, just want to RP a character with a cool backstory, regardless of race, and I'm 100% all for that. I envy them that.
That said, most races with darkvision, have no real disadvantage save for some with light sensitivity or blindness. And I'm fine with a reasonable penalty to stats. Some GMs have fixed the aasimar (and Purple Duck Games as well) by giving them a -2 Con, just like elves, dhampirs, and sylphs. That's a much larger penalty than say -2 Cha for a dwarf or -2 Str for most Small-sized races. And even some races have less than 9 race points because one racial ability they can give up for another might be more "expensive". Half-orcs (8 RP) can lose their 2 RP orc ferocity for their 4 RP sacred tattoo +1 luck bonus to all saves. That's something much more exploitable than the halfing's +1 racial bonus to saves if you know the right spells to take (ie. can double all luck bonuses). Or any of the elemental races can lose their affinity bonus on spellcasting to fast heal in their element (a 1 RP to 3 RP difference). But kobolds are different. They're 5 RP, and if you swap out their racial abilities, you can end up with a 2 RP race. It goes DOWN. And they have -4 Str, -2 Con. As was proposed above, make the -4 into -2, and give them +2 Cha like in 4e and 5e, and that immediately makes them playable. Minor fix that goes a long way, and they're still within the 6-8 RP range for monster races.

I definitely understand your concern with power creep. It's very real, but every system that's out long enough will have that. This is why playtesting is going to be so important. Especially with veteran players who know the system inside and out. There's a reason why Pathfinder 1e needs to be fixed, but there's also a good reason why so many 3.5 players refused to come on board. PF 1e was harder to exploit than 3.5, and they couldn't stand that.

Another proposal I have, and PDG did this as well, 31) have all cleric abilities be based on their Wisdom. No more using Charisma for channels and all that.

Grand Lodge

Chatting with a friend, and a few of more points were brought up.

32) Multiclassing spellcasters shouldn’t cost you spell slots unless you’re going with a class like paladin or ranger. A cleric 5/wizard 5/mystic theurge 10 should still be allowed 9th level spell casting. Maybe not the spells themselves, minus a wizard learning them from a scroll and copying it into their book. 5e definitely fixed this, but at the same time they gave spellcasters the ability to up-cast.
33) Separate stat boosting items. Don’t make them all belts and headbands.
34) Make it easier for martial characters to be effective in combat instead of them always needing a golf bag of weapons for every different kind of variety of enemy. It gets very expensive, very fast.
35) Creatures and classes that do “magic damage” with their natural attacks or unarmed strikes “for the purposes of bypassing DR” should also be able to damage incorporeal undead like a magic weapon.


kevin_video wrote:


32) Multiclassing spellcasters shouldn’t cost you spell slots unless you’re going with a class like paladin or ranger. A cleric 5/wizard 5/mystic theurge 10 should still be allowed 9th level spell casting. Maybe not the spells themselves, minus a wizard learning them from a scroll and copying it into their book. 5e definitely fixed this, but at the same time they gave spellcasters the ability to up-cast.

Would there be any reason not to take MT then, power-wise?

I have a f$~&ton of ideas about what needs to be done to clean up P1 but for this discussion I will try to limit myself to arguing with Kevin ( ;) ) and this:

Fix feats.

The problems are basically three:
1) useless feats
Ignoring the handful of feats that are so good they are practically required (its own issue to be sure), there are so many nearly useless feats that barely even look good for a specific concept, let alone general use. 5e really did well here, since basically all feats are fun and useful and powerful on their own.
So many feats, core as well as in splats, need to be improved or combined with others to become worthwhile. Things like Endurance Mobility which are occasionally useful on their own but are mostly ignored except as prereqs.

2) Feat taxes
Too many feats have stiff feat taxes. You have to pick up a bunch of feats for minor increases in ability or to get to something good. Good things costing something is one thing but too many feats that might be fine with one or two prereq feats have 3 or 4, and many of those prereqs are pretty useless on their own. Why do the combat maneuver feats need Combat Expertise? Why can't Mobility be folded into Dodge?
(a related issue is many feats generally having too stiff non-feat prereqs; why does Combat Expertise need Intelligence?)

3) Feat gating
Towards the end of P1 there were too many actions that could (and to my mind should) have been covered by skill checks that were suddenly restricted to a specific feat. Things like Clinging Climber. If you spend all your time climbing, then this could be neat, but is there any reason this sort of thing couldn't be handled with a Climb check?

Grand Lodge

Bjørn Røyrvik wrote:

Would there be any reason not to take MT then, power-wise?

Fix feats.
The problems are basically three:
1) useless feats
Ignoring the handful of feats that are so good they are practically required (its own issue to be sure), there are so many nearly useless feats that barely even look good for a specific concept, let alone general use. 5e really did well here, since basically all feats are fun and useful and powerful on their own.
So many feats, core as well as in splats, need to be improved or combined with others to become worthwhile. Things like Endurance Mobility which are occasionally useful on their own but are mostly ignored except as prereqs.

2) Feat taxes
Too many feats have stiff feat taxes. You have to pick up a bunch of feats for minor increases in ability or to get to something good. Good things costing something is one thing but too many feats that might be fine with one or two prereq feats have 3 or 4, and many of those prereqs are pretty useless on their own. Why do the combat maneuver feats need Combat Expertise? Why can't Mobility be folded into Dodge?
(a related issue is many feats generally having too stiff non-feat prereqs; why does Combat Expertise need Intelligence?)

3) Feat gating
Towards the end of P1 there were too many actions that could (and to my mind should) have been covered by skill checks that were suddenly restricted to a specific feat. Things like Clinging Climber. If you spend all your time climbing, then this could be neat, but is there any reason this sort of thing couldn't be handled with a Climb check?

No, no real reason not to other than you won't get 8th or 9th level spells. I've seen arguments that Prestige Classes should be removed entirely, and like 5e, make them archetypes/subclasses. Others have said to go the same route as Kobold Press and Purple Duck Games, and make them their own base class.

Fixing feats is definitely high up on the list, and been noted here as something that they are looking at because everyone has an issue with them.

1) Regarding useless feat, myself, I hate Simple Weapon Proficiency and Martial Weapon Proficiency, for the simple reason you only get 1 weapon for feat. That's absolutely stupid. At least give them four weapons, or even an entire weapon group. Heck, for Simple Weapon, just give them ALL the weapons. They're simple. If a 1-level dip to fighter can suddenly make a wizard proficient with all weapons, armor, and shields, surely a basic feat can do even 20% of that. Same thing for Weapon Focus and Improved Critical, and all those. There's too many feat sinks. Weapon groups. So much easier.
Adding to that, the magic item creation feats should be bundled. At least let a player get two at a time.
I'd always want to see feats like Iron Will and Improved Iron Will combined as well.

2) There are a lot of feat taxes. Some feats even require that you have five lead-up feats plus skill ranks and a higher BAB. That can get a bit ridiculous. You might as say "Are you a fighter? No? Then too bad, no feat for you." That's different than say feats which specifically require Fighter levels. That's fine. They should be special in some way.
Purple Duck Games did get rid of this by merging all of the feats, and having secondary conditions kick in after you met a prerequisite. Something you could strive towards. Like, Improved Trip. You gained Greater Trip automatically if you had Combat Expertise, BAB +6, and Int 13. Spell Focus, Two-Weapon Fighting, Two-Weapon Defense, Vital Strike, and others, all got the same treatment.

3) I can see where some feats should just be added to the skill check, but I also see some feats just being a trait as well. Clinging Climber is an example I can see for either argument. As for why it's not a simple Climb check, I'd bank that it's because it was in the final printed book, and they didn't want to add another errata when they were dropping the system.


Simple Weapon Proficiency feat already lets you use all simple weapons.

Martial WP is the one that only lets you take one at a time.

(Also the issue of Exotic WP, but that's likely more due to many exotic weapons not being powerful enough for that barrier.)

Grand Lodge

SilvercatMoonpaw wrote:

Simple Weapon Proficiency feat already lets you use all simple weapons.

Martial WP is the one that only lets you take one at a time.

(Also the issue of Exotic WP, but that's likely more due to many exotic weapons not being powerful enough for that barrier.)

You're right. Even the 3.5 version was that way. Not sure why I thought otherwise. Maybe because of the other two being so singular. Still think the others should give you 4 weapons of your choice or an entire weapon group.


kevin_video wrote:
Still think the others should give you 4 weapons of your choice or an entire weapon group.

No argument from me. I'd lean to "entire weapon group": I feel like the minutiae of "can or cannot use a weapon without penalty" isn't an interesting part of the game.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Something I'd like to see change and/or revert to earlier rules is enhancement bonuses bypassing DR aside from magic. While I get that some players don't like the golf bag of weapons, for me, the whole point of DR is to actually reduce the damage done to a creature and require special tactics to over come it, not to simply be a minor inconvenience for summoned monsters and low level characters since the PCs will always have a weapon of high enough enhancement bonus to overcome. The current system also makes a straight +X even better than it is just from the math impact, and reduces the value of all other weapon special abilities, since they have to be take at the expense of being able to bypass silver, alignment, etc.

Having a requirement for actually having the material or alignment to bypass DR means that players can't simply attack with their primary weapon all of the time, and will either have to switch to a backup weapon, use spells like align weapon, items like silversheen (or alchemical blanches, etc), use power attack, bardic inspire courage or other ways to simply power through the DR with more damage, or even defeat the foes with non-damaging tactics, such as banishing demons, grappling then drowning, etc.


I actually like enhancement bonuses bypassing some types of DR. Not that I see too many people in the group with a weapon of an actual enhancement of +3 or higher. More often then not the magic weapons will have multiple properties especially bane, holy, and extra energy damage ones.


What I want to see for DR is most of it becoming DR/- (at a slightly lower number), with DR/[anything else] reserved only for special or iconic monsters. Bypassable DR feels boring right now because of how ubiquitous it is.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Another thing I remembered I'd like to see is a tweak to the advanced template. I'd prefer to have it also add +2 to caster level, impacting both caster level checks, etc. and caster level dependent affects of spell like abilities like # of dice damage, etc. And if the creature has innate spell casting, like some outsiders, or dryads, they should have their caster level increased as well, along with spells known and per day.


JoelF847 wrote:
Another thing I remembered I'd like to see is a tweak to the advanced template. I'd prefer to have it also add +2 to caster level, impacting both caster level checks, etc. and caster level dependent affects of spell like abilities like # of dice damage, etc. And if the creature has innate spell casting, like some outsiders, or dryads, they should have their caster level increased as well, along with spells known and per day.

That sounds new, are you on the Discord sharing there as well?

Hey K V, I got confused by the appearance of some damage entries that were listed the same way as issue 15, #D# (#). Somehow, I leapt directly to it.

I agree with the easy dismissal of DR by using + weapons instead of the thing needed. Never liked that rule. It almost becomes why have anything other than + weapons DR or the + weapon rule is the base and the possible reasons to break are the exception, when it was definitely the other way around. I mean, that would be simpler for the DM too, right? (enter sarcasm here) So, you do not want to carry around any extra weapons cause you want to sell them all and make your one and only weapon the most powerful it can be (and thus by extension, your character). Here, I thought DR was supposed to be another way to show some monsters are just a little harder to hurt than others, unless you got a lucky mcguffin and get to bypass this time.

Also, there is much discussion publicly about feats, feat chains, "trap options" (I actually dislike that term), and other feat related things. In fact, there was a call for feats that should be skills to gather data for possible implementation.

Grand Lodge

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I actually like enhancement bonuses to weapons bypassing DR. However, as good as that one weapon is, you still have things like DR/—, DR/slashing, DR/bludgeoning, and DR/piercing. I’d want to see DR/magic changed to something else, or not go any higher than 10 unless something else was added to it. Seeing DR 30/magic on an ancient great wyrm is laughable. Like, who at level 5 and higher isn’t going to have a magic weapon, let alone at level 18? That’s pointless.

And it’s not so much that you want to sell weapons you find along the way, but rather it’s expensive to have every weapon. Not to mention, having a +5 sword is kind of pointless. Why would I pay 50k gold for +5 to hit and damage when I could instead make it holy/unholy, flaming, frost, shocking, corrosive, etc, and deal upwards of an extra +5d6 damage plus bypass certain good/evil DR? Granted, some of that won’t do well against certain outsiders, but against the vast majority of monsters, you’re going to absolutely wreck them. And I’ve certainly seen that with PCs using the amulet of mighty fists. You don’t even need the +1 like you do weapons. Just make it flaming or frost and skip the initial +1.

And if we’re talking blanches, lets make that better. Given the cost and the action economy to put it on (including fire to melt it), the fact that it’s a single use is garbage.

Speaking of one use, can we fix poisons? They’re ridiculously expensive and do absolutely jack at mid to higher levels. I’d much rather poison do poison damage, save for half.

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