Pathfinder: the Lowdown
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- Bill Bisco: Isometric Imp
- Knight
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What do you expect from other Paizils and sheep who believe everything that is fed to them?
Black Marches
"Real Sharpness Comes Without Effort"
"Real Sharpness Comes Without Effort"
I was double checking the SRD, and wasn't it already the case that only weapons that specifically say they can be used to trip could be used to trip in place of an unarmed melee attack?TOZ wrote:Also.James Jacobs wrote:If a weapon doesn't have the trip special quality listed on the chart of weapons on pages 142–143, you can't use it to trip foes. Whether or not we should have given this quality to things like spears or quarterstaffs or nets is a different topic—in order to trip a foe with a weapon, the weapon HAS to have the trip special quality. As to why we didn't give more weapons this quality, it all has to do with the way we decided to balance the rules for each weapon. Giving a weapon the trip special quality makes it better, which means it either has to become more expensive or less effective in other areas.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
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- Serious Badass
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It's frankly unclear and no one really cares. The deal is that in the basic rules the only effect of being a "trip weapon" is that you can drop it to avoid a counter trip if you were being subjected to one. But since 95% of trips are made by Tripstars or wolves, who don't get counter tripped in any case - it doesn't matter and no one cares. There is some discussion as to whether you can use your weapon bonuses for the initial trip touch attack. But it's a touch attack, so no one gives a fuck (by the time you have a big enough enhancement bonus on your glaive for it to matter, you won't be missing a melee touch attack anyway).I was double checking the SRD, and wasn't it already the case that only weapons that specifically say they can be used to trip could be used to trip in place of an unarmed melee attack?
About the only place it actually makes any difference is whether you can use a reach weapon to trip a fool. And honestly, Tripstars use Spiked Chains anyhow, so whatever.
-Username17
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- Duke
- Posts: 1040
- Joined: Wed Dec 09, 2009 8:33 am
Lies. They trip all the fucking time. Except instead of using it as an offensive and support measure against their enemies, they do it to their own feet.TOZ wrote:Which doesn't matter cause no one trips in PF anyway.
'It hurt itself in its confusion!' indeed.
Draco_Argentum wrote:Can someone tell it to stop using its teeth please?Mister_Sinister wrote:Clearly, your cock is part of the big barrel the server's busy sucking on.
Juton wrote:Damn, I thought [Pathfailure] accidentally created a feat worth taking, my mistake.
Koumei wrote:Shad, please just punch yourself in the face until you are too dizzy to type. I would greatly appreciate that.
Standard Paizil Fare/Fail (SPF) Type I - doing exactly the opposite of what they said they would do.Kaelik wrote:No, bad liar. Stop lying.
Standard Paizil Fare/Fail (SPF) Type II - change for the sake of change.
Standard Paizil Fare/Fail (SPF) Type III - the illusion of change.
- Psychic Robot
- Prince
- Posts: 4607
- Joined: Sat May 03, 2008 10:47 pm
I thought trip weapons only allowed you to make trip attempts without provoking an attack of opportunity. Saying that you can't trip with a dagger? Well, okay, since that doesn't make much sense. Saying that you can't trip with a quarterstaff? That's pretty lame.
Count Arioch wrote:I'm not sure how discussions on whether PR is a terrible person or not is on-topic.
Ant wrote:You do not seem to do anything.Chamomile wrote:Ant, what do we do about Psychic Robot?
Pathfinder hates Arcane Archers too.James Jacobs wrote: An arcane bonded weapon must be wielded in order for it to have effect. This, unfortunately, does mean that two-handed weapons make for relatively poor bonded objects, since they'd limit your spellcasting to things without somatic components. Carrying a 2-handed weapon in one hand isn't "wielding" it... you're just carrying it. You have to have both hands to cast spells with a two-handed weapon bonded object.
A feat or class ability that lets you use a 2H weapon's swings and stabs and motions as your somatic component would be pretty interesting... but nothing in the core currently lets you do that. Your best bet in this case is to only cast Still spells or spells without somatic components.
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- Duke
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- Joined: Wed Dec 09, 2009 8:33 am
Wait, doesn't that lead to retarded results for staffs, which are two-handed weapons?
I can't sigh hard enough.James Jacobs wrote:Staves are only 2H weaopns when you hit folks on the head with them. A magic staff is not a weapon. It's a magic staff; it's different than a quarterstaff (although some magic staffs can be USED as quarterstaves). You can use a staff and shoot spells from it with one hand (see Lord of the Rings or any other movie/story/picture of a wizard with a staff, pretty much), or cast spells, PROVIDED you're not wielding said staff like Little John (aka: Wielding the staff as a weapon).
Yes, it was clear in the SRD combat section that you could trip with "an unarmed melee attack" or "ome weapons" (i.e. specific types of weapons).virgileso wrote: I was double checking the SRD, and wasn't it already the case that only weapons that specifically say they can be used to trip could be used to trip in place of an unarmed melee attack?
And then they changed the wording in Pathfinder, just mentioning "melee attack" in the combat section and saying "you can trip with a trip weapon" in the equipment section. And now James Jacobs (ptui) is claiming that it means the same thing as it used to. Yet another example of de-clarifying the rules.
I know what you mean, reading that quote made me feel 10 years older.A Man In Black wrote:Wait, doesn't that lead to retarded results for staffs, which are two-handed weapons?
I can't sigh hard enough.James Jacobs wrote:Staves are only 2H weaopns when you hit folks on the head with them. A magic staff is not a weapon. It's a magic staff; it's different than a quarterstaff (although some magic staffs can be USED as quarterstaves). You can use a staff and shoot spells from it with one hand (see Lord of the Rings or any other movie/story/picture of a wizard with a staff, pretty much), or cast spells, PROVIDED you're not wielding said staff like Little John (aka: Wielding the staff as a weapon).
In the end I had to go through it again and replace every instance of "staff" with "cock" to cheer myself up.
Funny thing, it almost makes more sense like that..James Jacobs wrote:Cocks are only 2H weaopns when you hit folks on the head with them. A magic cock is not a weapon. It's a magic cock; it's different than a quartercock (although some magic cocks can be USED as quartercocks). You can use a cock and shoot spells from it with one hand (see Lord of the Rings or any other movie/story/picture of a wizard with a cock, pretty much), or cast spells, PROVIDED you're not wielding said cock like Little John (aka: Wielding the cock as a weapon).

Draco_Argentum wrote:Can someone tell it to stop using its teeth please?Mister_Sinister wrote:Clearly, your cock is part of the big barrel the server's busy sucking on.
Juton wrote:Damn, I thought [Pathfailure] accidentally created a feat worth taking, my mistake.
Koumei wrote:Shad, please just punch yourself in the face until you are too dizzy to type. I would greatly appreciate that.
Standard Paizil Fare/Fail (SPF) Type I - doing exactly the opposite of what they said they would do.Kaelik wrote:No, bad liar. Stop lying.
Standard Paizil Fare/Fail (SPF) Type II - change for the sake of change.
Standard Paizil Fare/Fail (SPF) Type III - the illusion of change.
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- Serious Badass
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The final countdown is this:Crissa wrote:Pathfinder is breaking into the nearby gamestore and infecting the people I play with (yes, I know people ask why I play with them...)
So, what /is/ the final result on some of this stuff? I can't seem to make heads or tails of what they think they're doing.
-Crissa
- You're not allowed to use the monster as a player rules because they are over powered, instead of the other way around.
- Special combat maneuvers don't work at all, and there are even less worthwhile melee builds. The San Diego Supercharger still works.
- Don't play a Rogue.
- Many (but not all) spells have been nerfed in exchange for spellcasters having their DCs increased by 1-2. Since spellcasters choose their own damn spells, this is basically just a powerup.
- You have to look up fucking everything, because even the basic Fire Giant has like a +1 here and there that requires you to read it over when using it.
Last edited by Username17 on Fri Apr 16, 2010 6:36 am, edited 1 time in total.
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- Journeyman
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No. The Monster as player rules are "too powerful."DeadlyReed wrote:Monsters have been made MORE powerful? Egads.
So basically...
Paizo looked at a level 6 character with 6HD, a +10AB, and no SLAs besides Greater Teleport. And decided that was too powerful, instead of a piece of shit. Because you know, teh Greater Teleport breaks the game because they can't railroad.
Last edited by Kaelik on Fri Apr 16, 2010 10:22 am, edited 1 time in total.
Unrestricted Diplomat 5314 wrote:Accept this truth, as the wisdom of the Crafted: when the oppressors and abusers have won, when the boot of the callous has already trampled you flat, you should always, always take your swing."
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- Duke
- Posts: 1040
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The upshot is that the PF monster-as-player rules are even MORE sketchy and even LESS useful, if that's possible. They're not much more than "You can play a monster as a player character if you want, I guess."
The rules in entirety:
The rules in entirety:
Using one of the monsters presented in this book as a character can be very rewarding, but weighing such a character against others is challenging. Monsters are not designed with the rules for players in mind, and as such can be very unbalancing if not handled carefully.
There are a number of monsters in this book that do not possess racial Hit Dice. Such creatures are the best options for player characters, but a few of them are so powerful that they count as having 1 class level, even without a racial Hit Die. Such characters should only be allowed in a group that is 2nd-level or higher.
For monsters with racial Hit Dice, the best way to allow monster PCs is to pick a CR and allow all of the players to make characters using monsters of that CR. Treat the monster's CR as its total class levels and allow the characters to multiclass into the core classes. Do not advance such monsters by adding Hit Dice. Monster PCs should only advance through classes.
If you are including a single monster character in a group of standard characters, make sure the group is of a level that is at least as high as the monster's CR. Treat the monster's CR as class levels when determining the monster PC's overall levels. For example, in a group of 6th-level characters, a minotaur (CR 4) would possess 2 levels of a core class, such as barbarian.
Note that in a mixed group, the value of racial Hit Dice and abilities diminish as a character gains levels. It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels. Repeat this process a number of times equal to half the monster's CR, rounded down. Using the minotaur example, when the group is at a point between 6th and 7th level, the minotaur gains a level, and then again at 7th, making him a minotaur barbarian 4. This process repeats at 10th level, making him a minotaur barbarian 8 when the group reaches 10th level. From that point onward, he gains levels normally.
GMs should carefully consider any monster PCs in their groups. Some creatures are simply not suitable for play as PCs, due to their powers or role in the game. As monster characters progress, GMs should closely monitor whether such characters are disruptive or abusive to the rules and modify them as needed to improve play.
The last iteration I saw of this was that you actually can trip giants with a reliable, 75% or so chance if you were spec'd to it.FrankTrollman wrote:[*] Special combat maneuvers don't work at all, and there are even less worthwhile melee builds. The San Diego Supercharger still works.
So how has that been refuted? It looks like it ultimately works.hogarth wrote:Note that in Pathfinder you do get a free attack (well, an attack of opportunity) but it takes three feats (Combat Expertise, Improved Trip, Greater Trip) instead of two.Roy wrote:Given you no longer get a free attack, 80%-90%.hogarth wrote: What, the one you last posted during the Beta playtest when the rules were different?
If you want to look up the new rules, go right ahead. I'd like to hear what you consider an acceptable result beforehand, however, so you don't do any goalpost-moving after you do the actual calculations.
It was 50%-60% in 3.5, close to 0% in PF.
A fire giant in Pathfinder has a CMD of 31.
Let's say our level 10 tripping fighter has Improved Trip and Greater Trip and generally uses a tripping weapon. His CMB is (conservatively):
10 (BAB)
+ 7 (Str)
+ 4 (feats)
+ 2 (weapon enhancement)
+ 2 (weapon training)
----
+25
So he succeeds only 75% of the time, unless he can squeeze some more bonuses in there (like Weapon Focus, Haste, bard song, etc.). But note that that's better than the 50%-60% quoted for 3.5.
A Man in Black had the right answer -- the combat maneuver system is worse than 3.5 because now it takes a bunch of fiddly bonus stacking to succeed, and combat maneuvers eventually become pointless anyways. That's not the same as saying it's impossible to succeed.
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- Serious Badass
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The refutation is simple:So how has that been refuted? It looks like it ultimately works.
- That's more feats than the 3.x character spent.
- The actual effects aren't as good, because you get stripped of your bonus attack, so even if it "worked" it wouldn't be any good.
- The CMB numbers rely upon an interpretation of the CMB rules that is not backed up in the stat lines of the sample characters. Which doesn't mean it's wrong, but does mean that I am skeptical.
-Username17
Note that either the first complaint applies or the second one does -- PFRPG Improved Trip + Greater Trip is actually better than 3.5 Improved Trip (everyone gets an attack of opportunity with Greater Trip, not just the tripper).FrankTrollman wrote:The refutation is simple:So how has that been refuted? It looks like it ultimately works.
- That's more feats than the 3.x character spent.
- The actual effects aren't as good, because you get stripped of your bonus attack, so even if it "worked" it wouldn't be any good.
Crissa, the main criticism I have is that PFRPG changed a thousand different things from 3.5 and you have to pore through the rules to figure out what they are. Some are mild improvements, some make the game worse, but most are just change for change's sake.
Some are more powerful for their CR (e.g. golems). Some are less powerful for their CR (e.g. dragons). There was a bunch of tweaking. Again you have to pore through the rules to figure out what the difference is.DeadlyReed wrote:Monsters have been made MORE powerful? Egads.
Last edited by hogarth on Fri Apr 16, 2010 2:14 pm, edited 1 time in total.