Zanos
Leadership Council
No
how did i get here i am not good with computer
Posts: 684
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Post by Zanos on Jan 31, 2015 16:04:56 GMT -7
I've already stated I didn't have a problem with limiting it to one damage die. My problem is you deciding that somehow in this case dipping isn't okay and for a blaster build involving it you have to go straight sorcerer to accomplish it. The problem I have with dipping cross-blooded for say, an admixture wizard, is that you really don't lose anything. You're basically just turning your wizard spell progression into a sorcerer spell progression with extra cantrip slots and first level spells. You also get UMD and perception (if you take draconic) as class skills and a few other bonuses of varying importance. Basically, you're taking wizard versatility, giving it a damage boost, giving it more versatility, and the only downside is getting spells 1 level slower. Might be some 20th level capstone I'm missing, and I suppose there's the 20th level wizard feat, but wizards become demi-gods by level 17 anyway. Wizard and Sorcerer don't really have much synergy outside of that particular interaction. I think losing a level of spells per day and caster level progression is a fair dip to get a bloodline arcana and some powers that won't scale.
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Post by dragonus45 on Jan 31, 2015 16:52:11 GMT -7
Thats an interesting idea shroud, I do agree that animate dead needs a nerf. The combat minion nerf also applys to summons if that wasn't clear. I am honestly in favor of something like: Your permanent minions cannot exceed 1.5x your hit dice on top of a cap to prevent mass summoning. That way you dont have someone running around with 2 giants at level 6 and having 20 hit dice of creatures. Edit: I just realized that means level 1s couldnt bring there pets lol, maybe just have that apply to animate dead? its really the only crazy one I can think of. I feel animate dead is a spell best nerfed socially. The average person is going to kill a necromancer outright the moment they see them, and the creation of undead is often seen as one of the single worst things a person can do with magic. I say we enforce that.
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Post by dragonus45 on Jan 31, 2015 17:01:33 GMT -7
i gave a quick glance over at art of war. most of the maneuvers and stuff seem fine. some of the actual class features of the classes seem a bit op. The reason for that is repeatability of manuvers. So, i dont think that standard action do X, 1 /encounter is OP (the actual maneuver). But free recovering of a ton of manuvers +extra damage+lose nothing action economy wise? that's a too much imo. my main beef though, is with the feats of the book. i mean, every feat not specific for maneuvers should be instabanned imo: there are things there like: dex to damage with no prerequisits, usable with ALL light and finessable weapons ignore hard terrain and walk on water without activation, without prereq and always on, just need a ki pool if you have maneuvers, you have a weapon specialization on steroids, usable with ALL weapons in 3 different weapon groups, that also add other bonuses as well. keep in mind, that weapon specialization is like the trademark of fighters and etc edit: so, there is already paizo stuff that DO all the above things. I believe that we should stick to it. mainly: slashing grace/fencing grace/agile: dex to damage dragon style/nimble moves: ignore hard terrain weapon specialization: weapon specialization ^^ and etc Most of the recovery methods do cost actions of one kind or another and have some drawbacks if they fail, especially for the warlord. Plus in a game where the average combat isn't going to last more than 5-6 turns the ability to recover is mostly situational. As for feats I'll point out that dex to damage here predates the ACG and slashing grace, was meant to give the Swashbuckler access to slashing weapons and had the dex to damage thrown on as an after thought. A dedicated dex to damage feat meant for more than just slashing weapons and only rapiers, also its nice to have multiple feat paths to the same thing since a lot of that stuff in paizo proper is locked behind terrible feat taxes.
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Post by dragonus45 on Jan 31, 2015 17:05:44 GMT -7
My original post was more to discuss that adding PoW does not enhance the story telling aspect of the game much which I believe is the essence of PnP games. Sure it allows martials to teleport, fly at will, full attack while moving etc etc, but that is mostly in combat. But ultimately as Shroud said, adding PoW simply give players more to play with game wise and does not add much to the story side of things. All core martials probably need to be straight up replaced, divine martials might get warpaths? Then of course there is the potential problem of players wanting more and more things. I am just not sure about talking about big changes like this this early on. I disagree, by its very nature giving players more options enriches the story, and not all core martials will need to be replaced, at worst the fighter will probably have to spend one of his 20 or so feats on martial training but all the others can keep up just fine. Also early on is the best time to do something like this because there is less established things that you have to fight to fit it in and more time to adjust to it.
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Ash
Approvals
This world is only big enough for one loli.
Posts: 277
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Post by Ash on Jan 31, 2015 17:41:26 GMT -7
I've already stated I didn't have a problem with limiting it to one damage die. My problem is you deciding that somehow in this case dipping isn't okay and for a blaster build involving it you have to go straight sorcerer to accomplish it. The problem I have with dipping cross-blooded for say, an admixture wizard, is that you really don't lose anything. You're basically just turning your wizard spell progression into a sorcerer spell progression with extra cantrip slots and first level spells. You also get UMD and perception (if you take draconic) as class skills and a few other bonuses of varying importance. Basically, you're taking wizard versatility, giving it a damage boost, giving it more versatility, and the only downside is getting spells 1 level slower. Might be some 20th level capstone I'm missing, and I suppose there's the 20th level wizard feat, but wizards become demi-gods by level 17 anyway. A dip is a dip. Any dip will always make your build better at what you want your build to be doing. Any wizard that wasn't focusing on blasting wouldn't be taking the dip, as straight 20 wizard will always win out as far as versatility goes. Unless you are willing to come up with exact guidelines on the bonus to penalty ratio of dipping that is going to be allowed on DG, this shouldn't really be a discussion. Dipping classes to gain mutagens, natural attacks, sneak attacks ect are more powerful than this with even less of a penalty.
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Post by masoth on Jan 31, 2015 17:58:17 GMT -7
Edit: Leaving this for posterity, but it was pointed out that I brain farted and iteratives don't kick in til L6. At level 5 full bab archer classes will get their 2nd standard attack. However, most of those builds will take rapid shot at level 3 or as a bonus feat. This would give them 2 attacks at all levels up to 5, but 3 at L5 which breaks the proposed tier rule (only for L5 and full bab classes). Will rapid shot be an accepted method of gaining extra attacks?
On crafting: I think it should not be eliminated entirely. Others have talked about how it gives a sense of time and how the crafting archetypes are flavorful. I agree with those points entirely and also feel that on the whole, magical crafting isn't broken. It's only the relative wealth progression or access to the most optimal items that creates imbalances. I think that adjusting these as shroudb suggests will work well, although that is a gut feeling, so if the math supports the 80% / 90% adjustment instead I am good with that. It still provides an incentive for players to interact outside of games and stay involved in the world on a regular basis without being overpowered. I think having those benefits is more important for the health of the community and game than the potential power creep.
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darthsawyer
GM
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Post by darthsawyer on Jan 31, 2015 22:23:44 GMT -7
3rd Party stuff: I've never used it before, so that's another thing I'd have to learn when I GM, which is going to slow things down. Not the most comfortable with it. I do hear Psionics is pretty balanced though, which is nice. Crafting: Biased since my primary character crafts, but the 80% 90% isn't too bad. As long as crafting can still be done I'm happy; if I wanted to play Pathfinder with a bunch of strangers without the ability to craft I'd play Society. If all crafting was eliminated like it is in society, I'd leave. Once this change takes place, we get to keep everything we've crafted so far, right? I'd be pretty unhappy if I lost everything I've been working for. I'd prefer consumable items to remain at the 50% 75% because they are consumable. Especially scrolls. Things to note which are affected by these changes:
The two traits (Hedge Magician and Spark of Creation) just became incredibly valuable. Now that you only make 10% of the full price as profit, (E.G. 1000 gp >> costs 800 gp to craft, selling for 900 gp net 100 gp) either of these traits boosts it to 1000 gp >> 760 gp >> 900 gp >> 140 gp profit, which is 40% more compared to the previous 10%. Likewise, any archetype that reduces cost has also become more powerful.
This change pushes the False Focus feat + casting Continual Flame to make everburning torches for profit out of the "RAW but okay" zone all the way into the "RAW but unfair advantage zone". Previously with a cost reducing feature you could make money from crafting and selling to NPCs, which is now impossible. Accelerated crafting + valet sets a maximum daily profit to 400 gp, while FF+CF makes (54.99 gp * 2nd level slots), the latter beating the former around level 5 then forever outpacing even the most min-maxed crafter. Both of these can be done in the same day, as well.
Suggested solution: Using spells to obtain wealth or items counts as using your downtime to craft. Items created with False Focus cannot be sold. (I suggested this change ages ago but either the council didn't have time or they didn't think it was important enough to change)
No sharing spells: If I recall correctly, the highest level of spell you can get from the Emporium to copy into your spellbook is 3rd. Which means you are stuck with the 4th level + spells you select onwards, and you only get 4 of each of those levels. While this would nerf wizards and help to bring them in line with the power of martials, honestly that's going to seriously suck. I'd rather have martials receive some static buff than get restricted like that.
>We gave unlimited attacks back at 11 because thats when normal martials get a third attack and when casters go nuclear. Does this sounds right? Sounds fine to me
>Are there animal companions we missed that might break with these new rules? Not familiar enough to know
>Should crafting just be eliminated instead of having its benefit reduced severely? Absolutely not, many people were drawn here because unlike PS you can craft. I'd leave if that were changed, and it is very likely I'm not the only one that would. Especially considering how small the Emporium is.
>Is the weapon balm nerf for ammo too much? Nope, balms being strictly superior to everything except durable (material) arrows was an
>Is making Daze a mind affecting condition enough? Or does it need outright banning? Consider the ban on metamagic reducing traits. We haven't had anyone really abuse it yet. A Dazing Fireball is brutal. Dazing Snapdragon Fireworks? Even worse. Honestly it might be best to either ban Dazing or increase its level adjustment by 1.
>These changes do almost nothing to address the martial caster disparity. We are looking at the Dreamscarred Press material as a way to provide options that bridge this gap. Do you have ideas for changes that might address this issue? Particularly at the mid-high and high levels? As it stands now the only thing we can think of is to go through L6+ spells one by one and identify/fix crazy spells. If we need to do it we will but it seems like a lot of work.
Simply adding more options isn't really fixing the problem; core martials etc still can't compete. This is going to be long. Lore wise, trained casters have to be more powerful. Other than weird character motivations, if a fighter is exactly as powerful as a wizard, why would you spend 60 years training to achieve that power when you can spend a few learning how to use a sword? If war broke out IRL right now, and suddenly Pathfinder abilities were real but there was no real power gap between martials and casters, there is no way in hell I'd choose wizard over fighter. Naturally, when it comes to maximizing fun in a game, this must be ignored to some extent.
Primary issue: Battlefield Control. It doesn't matter how hard or how often a martial can hit if the caster is flying around creating pits summoning walls of stone and dispelling the poor martial's only source of flight. If the mental abilities of casters increase as they level, so should the physical abilities of martials. Other than boring to hit/damage stuff, a level 20 fighter (who should almost have the power of a demigod) can't do much in the way of crazy physical feats unless he is built for it. Which makes Battlefield Control even more effective. So, to reduce this disparity, various physical buffs can be considered: * Base speed increases to close gaps faster and run around that wall of stone * Bonuses to physical saves. Mental even works with the lore, since everyone is so paranoid about magic they're going to be more resistant, while those who open their minds to magic are more susceptible. * An ability to ignore difficult terrain/jump over things (Physical feats) a number of times/round a day to counter all those control spells. Just skill ranks and physical score modifiers isn't enough. Maybe like Monk's Ki (Jesus Christ monks suck, they are going to need buffs even after Pathfinder Unchained. I guarantee it.) * Jump attacks for the poor melee brutes. Any attempt of mine to provide a concrete example of these is probably definitely not going to balanced, but I'll do it anyway (But don't respond saying "x is so unbalanced"):
Every even level in a martial class provides an inherent +5 feet to base speed. Martial classes receive an additional bonus to fortitude and reflex saves equal to half their level (Alternatively a flat bonus that increases at key levels against spells and spell like abilities. Will saves could fit in via lore). Martials gain a physical feat pool equal to the sum of their physical modifiers, which can be spent to use various physical feats: This is basically the Monk's Ki pool so Monk ki abilities would need to be buffed Free action: For x rounds gain a bonus on acrobatics checks to jump equal to your level, and you can jump twice as high. Ignore half your base speed of difficult terrain for 1 round. Move Action: Jump over a wall at most 5ft high / 4 levels as part of your move action (Costs 5 feet of movement). Move double you speed for 1 round / 4 levels. Full attack: Concentrate all your attacks into a single mighty strike as you jump to strike a flying enemy You may make a full attack while moving up to half your base speed at the same time Martial combos: Fastball Special. Enough said.
Next issue: Summons (A subset of battlefield control) Many spells summon things to beat the shit out of your enemies without even having to worry about healing it afterwords, often dealing more damage or preventing more damage than the party's fighter. Either duration, quantity, or power needs to be nerfed. Potential solutions: All summons deal half damage. Remove the 1d4 summons of a lower level list option. If you are using them as meatshields anyway 1d4 is very strong. Halve summon duration.
Finally: Versatility
Casters are exceptionally versatile. Martials... aren't really. The physical feats pool I mention earlier could resolve this, but I'm not seeing any way to bring martials up to the level of casters without giving them spells (which the feat pool almost is already). Not really sure how else to balance this part. Maybe free physical teamwork feats every 3 levels or something.
So yeah, there's my feedback. I could probably go on about class disparity for ages but it's not going to fit.
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Post by dragonus45 on Feb 1, 2015 6:18:06 GMT -7
Perhaps we should consider taking out the traits that reduce costs then?
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darthsawyer
GM
Your friendly neighborhood CS major
Posts: 76
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Post by darthsawyer on Feb 1, 2015 14:03:34 GMT -7
Perhaps we should consider taking out the traits that reduce costs then? That would make things easier, but also make certain characters more difficult to play e.g. my wizard Raymond wants to live up to his family name and become the most successful and wealthiest merchant in all of Rook. With no way to get ahead of other PCs this isn't really going to happen (Of course with these changes the aspirations of my character are basically impossible now so once I rebuild it won't matter).
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Post by dragonus45 on Feb 2, 2015 6:33:31 GMT -7
The more I think about crafting the more I I like the idea of taking the enforced 10% profits and making it 50 to build and 60 to buy than 80/90 because then you keep costs down for the people who are buying and helps populate the basic magic items into the player base.
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tkul
Death Knight
Banned
Posts: 406
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Post by tkul on Feb 2, 2015 7:26:32 GMT -7
So the problem is power is money in a game like Pathfinder because it's not an economics simulator, it's a combat simulator with a role playing game tacked onto the back of it. Now if your crafting actually stopped your character from doing anything else while he was playing master merchant then that'd be one thing, you'd be able to inflate your gold without gaining experience which would balance out. The problem is your crafting is just bonus gold on top of your normal adventuring time. You can become a master merchant AND a master adventurer, you don't have to sacrifice you get both forms of power which is where the tipping point comes from. The current system is basically no give only take which is what's causing the discrepancy.
If your actual goal is to be the best merchant in Rook then the crafting system isn't where you'd do it, its the downtime system, that's what depicts your actual business enterprises, a merchant isn't going to be crafting items out of his bedroom one transaction at a time, they're going to be running a full store, hiring and managing people, managing stock, etc. All of these would stop a character from being an adventurer because building that sort of setup is more than a full time job. There's more than a little hyperbole in the statement "if this changes then character concept x is invalid" all the change would do would be to remove wealth abuse because no one is going to agree to play a character who's only function is to run a shop.
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Post by dragonus45 on Feb 3, 2015 3:15:48 GMT -7
So I was thinking of during some side time running some these don't count mostly pure combat style games for people to make try third party stuff so they can personally play with it and see how they feel about it since it seems like some people are too unfamiliar with it to comment.
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Post by shroudb on Feb 3, 2015 6:27:47 GMT -7
stuff about continua flame, false focus and etc
just to remind you, that it is staed explicity that creting permanent wealth through magic is severly watched already. see at wiki notes about bloodmagic and etc "loodmoney - Spell effects created with blood money last for a maximum of 1 hour per caster level, after which they disappear. No spell effect created with blood money can be sold. Fabricate - Banned (we may do something cool with this later but for now we'd rather not invalidate mundane crafting)" both of those changes were so people couldn't create unlimited wealth throught repeated use of a spell. (like mwk tranformation everything in sight and sell them) summoning archons to have unlimited continual flame wands and etc, would, imo, fall under the same guiding principle
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darthsawyer
GM
Your friendly neighborhood CS major
Posts: 76
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Post by darthsawyer on Feb 3, 2015 15:02:41 GMT -7
summoning archons to have unlimited continual flame wands and etc, would, imo, fall under the same guiding principle You can't use the spell like ability of a summon without paying the expensive material component, so it would be functionally similar to just regularly making Everburning Torches with Continual Flame (which makes a profit of 4.99 gold per cast). The profit was minor compared to other sources. Regardless, these changes invalidate it and I won't be doing it, but I would like to see my suggestions become an actual written rule on the wiki. False Focus is limited to expensive material components of 100 gp or lower (which makes those silly spells you'd never waste the money on actually castable and fun to play with) so with Masterwork Transformation you could only make tools for free (you'd still need the base tool). I made a large post a while ago(nearly 2 months now) regarding False Focus and all its interactions among other things, but even after pestering people about it in IRC for weeks afterword (sorry for annoying you guys) no ruling was made
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Dirk
Players
Dirk... before the fattening.
Posts: 34
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Post by Dirk on Feb 3, 2015 17:09:31 GMT -7
Multiple Attacks
Hard cap on the number of attacks allowed by tier. - Tier 1: 1-5, no more than two attacks from all combined sources*
- Tier 2: 6-10, no more than three attacks from all combined sources*
- Tier 3: 11+, no limit on attacks
I just wanted to confirm what you mean by combined sources -- is this hard cap character specific, or player specific? Here is how I understand it, for example Scenario 1 - Character Specific:Mulog has 1 attack. Odorf has 3 attacks. They are currently level 6. Mulog attacks one time, bringing total number of his attacks to 1. Odorf attacks three times, bringing his total number of attacks to 3. Both Mulog and Odorf's attacks were legitimate, because they individually took no more than three swings: Mulog <=3 Odorf <=3Scenario 2 - Player Specific:Mulog has 1 attack. Odorf has 3 attacks. They are currently level 6. Mulog attacks one time, bringing the total number of his PLAYER's attacks to 1. Odorf can only attack two times, because the PLAYER has a hard cap of 3 attacks: Mulog + Odorf <=3 I hope you mean character-specific, because having a hard cap on player-specific attacks could invalidate summoning monsters at early levels, and cause a lot of unnecessary tears (mostly my own).
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Zanos
Leadership Council
No
how did i get here i am not good with computer
Posts: 684
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Post by Zanos on Feb 3, 2015 17:19:50 GMT -7
It's character specific. Other actions we're handling by restricting the maximum number of combat minions, which is also to keep combats at a somewhat reasonable pace.
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Post by wizardfrog on Feb 4, 2015 14:11:02 GMT -7
3rd Party stuff: I've never used it before, so that's another thing I'd have to learn when I GM, which is going to slow things down. Not the most comfortable with it. I do hear Psionics is pretty balanced though, which is nice. >Third party is merely being suggested, really it'll come down to player opinions if its allowed or not.Crafting: Biased since my primary character crafts, but the 80% 90% isn't too bad. As long as crafting can still be done I'm happy; if I wanted to play Pathfinder with a bunch of strangers without the ability to craft I'd play Society. If all crafting was eliminated like it is in society, I'd leave. Crafting just needs a nerf tbh. I like crafting in concept and I think it should have a place in the game. That said magical crafting needs nerfs if its going to stay around.Once this change takes place, we get to keep everything we've crafted so far, right? I'd be pretty unhappy if I lost everything I've been working for. >This will not effect existing items/wealth.I'd prefer consumable items to remain at the 50% 75% because they are consumable. Especially scrolls. >They most likely will be.Things to note which are affected by these changes:
The two traits (Hedge Magician and Spark of Creation) just became incredibly valuable. Now that you only make 10% of the full price as profit, (E.G. 1000 gp >> costs 800 gp to craft, selling for 900 gp net 100 gp) either of these traits boosts it to 1000 gp >> 760 gp >> 900 gp >> 140 gp profit, which is 40% more compared to the previous 10%. Likewise, any archetype that reduces cost has also become more powerful.
Are you suggesting they stack? Because they don't, and yes, if you really want to craft those traits becoming attractive should be fine. Might need some more math.
This change pushes the False Focus feat + casting Continual Flame to make everburning torches for profit out of the "RAW but okay" zone all the way into the "RAW but unfair advantage zone". Previously with a cost reducing feature you could make money from crafting and selling to NPCs, which is now impossible. Accelerated crafting + valet sets a maximum daily profit to 400 gp, while FF+CF makes (54.99 gp * 2nd level slots), the latter beating the former around level 5 then forever outpacing even the most min-maxed crafter. Both of these can be done in the same day, as well. >False Focus doesn't seem like a truly ban worthy feat, that said, I dont think selling spells to npcs is even allowed in the first place. If people have been doing so they shouldn't. And it should be posted on the wiki if it hasn't been already.
Suggested solution: Using spells to obtain wealth or items counts as using your downtime to craft. Items created with False Focus cannot be sold. (I suggested this change ages ago but either the council didn't have time or they didn't think it was important enough to change)
No sharing spells: If I recall correctly, the highest level of spell you can get from the Emporium to copy into your spellbook is 3rd. Which means you are stuck with the 4th level + spells you select onwards, and you only get 4 of each of those levels. While this would nerf wizards and help to bring them in line with the power of martials, honestly that's going to seriously suck. I'd rather have martials receive some static buff than get restricted like that.
>You can get up to 4th level spells from the emporium. And as players get higher up new levels of spells are going to be available to purchase, infact cloud city is close to being unlocked and has much higher level spells available. This change is to prevent casters from pooling resources to each buy 1 spell and then swap them, essentially paying for 1 spell and getting however many other casters they can to chip in amount of bonus spells. This leads to already strong classes having one of there limitations removed. >We gave unlimited attacks back at 11 because thats when normal martials get a third attack and when casters go nuclear. Does this sounds right? Sounds fine to me
>Are there animal companions we missed that might break with these new rules? Not familiar enough to know
>Should crafting just be eliminated instead of having its benefit reduced severely? Absolutely not, many people were drawn here because unlike PS you can craft. I'd leave if that were changed, and it is very likely I'm not the only one that would. Especially considering how small the Emporium is. >I am not in favor of banning crafting all together, it helps make a more fleshed out world. Crafting interactions alone have lead to massive inter-pc relationship building. >Is the weapon balm nerf for ammo too much? Nope, balms being strictly superior to everything except durable (material) arrows was an
>Is making Daze a mind affecting condition enough? Or does it need outright banning? Consider the ban on metamagic reducing traits. We haven't had anyone really abuse it yet. A Dazing Fireball is brutal. Dazing Snapdragon Fireworks? Even worse. Honestly it might be best to either ban Dazing or increase its level adjustment by 1. >It should just be banned, that said daze the condition needs some clean up. I think making freedom of movement prevent it and making it mind effecting is a good way to do this. >These changes do almost nothing to address the martial caster disparity. We are looking at the Dreamscarred Press material as a way to provide options that bridge this gap. Do you have ideas for changes that might address this issue? Particularly at the mid-high and high levels? As it stands now the only thing we can think of is to go through L6+ spells one by one and identify/fix crazy spells. If we need to do it we will but it seems like a lot of work.
Simply adding more options isn't really fixing the problem; core martials etc still can't compete. This is going to be long. Lore wise, trained casters have to be more powerful. Other than weird character motivations, if a fighter is exactly as powerful as a wizard, why would you spend 60 years training to achieve that power when you can spend a few learning how to use a sword? If war broke out IRL right now, and suddenly Pathfinder abilities were real but there was no real power gap between martials and casters, there is no way in hell I'd choose wizard over fighter. Naturally, when it comes to maximizing fun in a game, this must be ignored to some extent. >The idea isnt to make martials equal to casters, just expand options for a certain character concept (frontline, non magical fighter) into something thats more competitive with casters. Martial classes will never be equal to magic but they should still feel like heros. Primary issue: Battlefield Control. It doesn't matter how hard or how often a martial can hit if the caster is flying around creating pits summoning walls of stone and dispelling the poor martial's only source of flight. If the mental abilities of casters increase as they level, so should the physical abilities of martials. Other than boring to hit/damage stuff, a level 20 fighter (who should almost have the power of a demigod) can't do much in the way of crazy physical feats unless he is built for it. Which makes Battlefield Control even more effective. So, to reduce this disparity, various physical buffs can be considered: * Base speed increases to close gaps faster and run around that wall of stone * Bonuses to physical saves. Mental even works with the lore, since everyone is so paranoid about magic they're going to be more resistant, while those who open their minds to magic are more susceptible. * An ability to ignore difficult terrain/jump over things (Physical feats) a number of times/round a day to counter all those control spells. Just skill ranks and physical score modifiers isn't enough. Maybe like Monk's Ki (Jesus Christ monks suck, they are going to need buffs even after Pathfinder Unchained. I guarantee it.) * Jump attacks for the poor melee brutes. Any attempt of mine to provide a concrete example of these is probably definitely not going to balanced, but I'll do it anyway (But don't respond saying "x is so unbalanced"):
Every even level in a martial class provides an inherent +5 feet to base speed. Martial classes receive an additional bonus to fortitude and reflex saves equal to half their level (Alternatively a flat bonus that increases at key levels against spells and spell like abilities. Will saves could fit in via lore). Martials gain a physical feat pool equal to the sum of their physical modifiers, which can be spent to use various physical feats: This is basically the Monk's Ki pool so Monk ki abilities would need to be buffed Free action: For x rounds gain a bonus on acrobatics checks to jump equal to your level, and you can jump twice as high. Ignore half your base speed of difficult terrain for 1 round. Move Action: Jump over a wall at most 5ft high / 4 levels as part of your move action (Costs 5 feet of movement). Move double you speed for 1 round / 4 levels. Full attack: Concentrate all your attacks into a single mighty strike as you jump to strike a flying enemy You may make a full attack while moving up to half your base speed at the same time Martial combos: Fastball Special. Enough said.
Next issue: Summons (A subset of battlefield control) Many spells summon things to beat the shit out of your enemies without even having to worry about healing it afterwords, often dealing more damage or preventing more damage than the party's fighter. Either duration, quantity, or power needs to be nerfed. Potential solutions: All summons deal half damage. Remove the 1d4 summons of a lower level list option. If you are using them as meatshields anyway 1d4 is very strong. Halve summon duration. >Minion cap and most likely a animate dead ban should help curtail summoning s brokenness, won't outright fix it but will make it so you can't just spam the field with free meatshields.
Finally: Versatility
Casters are exceptionally versatile. Martials... aren't really. The physical feats pool I mention earlier could resolve this, but I'm not seeing any way to bring martials up to the level of casters without giving them spells (which the feat pool almost is already). Not really sure how else to balance this part. Maybe free physical teamwork feats every 3 levels or something.
So yeah, there's my feedback. I could probably go on about class disparity for ages but it's not going to fit.
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Post by wizardfrog on Feb 4, 2015 14:12:50 GMT -7
So I was thinking of during some side time running some these don't count mostly pure combat style games for people to make try third party stuff so they can personally play with it and see how they feel about it since it seems like some people are too unfamiliar with it to comment. I have plans to start encouraging the use of 3rd party in silly one of short combat sessions and possibly encourage gms to start incorporating them into there sessions just so they can see how they like it.
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darthsawyer
GM
Your friendly neighborhood CS major
Posts: 76
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Post by darthsawyer on Feb 5, 2015 1:01:15 GMT -7
Yeah you can't use those two traits together anyway, because they are both magic traits. The spell isn't being sold, Everburning Torches are specifically said to be made with the Continual Flame spell. Buy a torch, cast it on it then sell the torch is the premise. Any idea when these changes are taking place? I assume it will happen x weeks after we nail down what will be changed here
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Post by wizardfrog on Feb 5, 2015 11:24:49 GMT -7
Historically, we have done alot to curtail using spells the make profit of any sort. Selling everburning torches would fall under that, that being said we haven't specifically called it out so if anyone has been doing it there fine. However, in the future, any case of someone making money from spells will have to be eliminated in all honesty, including selling items made from spells.
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