Pathfinder Is Still Bad
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Works like Dodge works in 3E, not Pathfinder. In Pathfinder it's just a flat +1 bonus when you aren't denied your dex bonus to AC, because declaring your dodge target was annoying busywork people constantly forgot to do.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
Correction- Worst Case Scenario- your DM realizes how crazy he was to allow Candle of Invocation, and retroactively declares that they do not exist in world. So, 0 or 1, depending on how you're counting, and how totally he retcons them.Grek wrote:Worst case scenario: Your DM rules that you need to have the candle burning for the full 1 hour of your spell preparation. The candle only burns for 4 hours, so you can use it at most 4 times for spell preparation.
Best case scenario: You have access to tindertwigs to light the candle, an assistant (or strong winds, or your DM ruling that it is a move action) to immediately put the candle out, and your DM rules that burning the candle for any length of time during the spell preparation gives the full benefit. Four hours at a rate of one round of usage per spell preparation gives you 2400 non-gate uses before the candle is exhausted.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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- Knight-Baron
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I remember when Crane Wing used to allow you to autocancel any one melee attack against you every round for free AFTER they rolled the attack, that pretty much fucked over everyone without pounce or a way to move+full attack (which was also pretty much everyone)name_here wrote:Works like Dodge works in 3E, not Pathfinder. In Pathfinder it's just a flat +1 bonus when you aren't denied your dex bonus to AC, because declaring your dodge target was annoying busywork people constantly forgot to do.
If your religion is worth killing for, please start with yourself.
Or, as crazy as it sounds, have more than one person attack him. Even then, this is a monk we're talking about. They need to stand still, opening themselves to full attacks, to imagine being a threat in combat.Silent Wayfarer wrote:I remember when Crane Wing used to allow you to autocancel any one melee attack against you every round for free AFTER they rolled the attack, that pretty much fucked over everyone without pounce or a way to move+full attack (which was also pretty much everyone)
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!
Unless they brought a buddy, or rendered you flat-footed or otherwise prevented you from triggering it, and the user had to be fighting defensively.
Cancelling one successful attack per round is powerful, but not game-dominatingly so by itself.
Cancelling one successful attack per round is powerful, but not game-dominatingly so by itself.
Last edited by name_here on Sat Dec 20, 2014 6:50 am, edited 1 time in total.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
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- Knight-Baron
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Who takes it on a monk? That's retarded. Take it on an Unarmed Fighter, THEN stick it onto a class who can run around and full attack (like a magus who uses Force Hook Charge/Bladed Dash + full attack, or a meditant psychic warrior with psionic lion's charge).
Of course, that's still a bunch of feats you're sinking into making DMFs suck more.
Of course, that's still a bunch of feats you're sinking into making DMFs suck more.
If your religion is worth killing for, please start with yourself.
I didn't realise it was adjusted in the first place. Good riddance. I never liked the original version.TOZ wrote:Crane Wing has been adjusted again.
Except that once you charge them, they get to full attack you on their turn. You want to hard counter a single opponent, you need something that allows you to get more than a five-foot step from someone you're engaged with without provoking an attack of opportunity, and if you want to win you need to actually attack them during that process.
I'm pretty sure that eating an AoO with it would count as the attack for the round; I'm not sure if the count would reset at the beginning or end of your turn, but either way if you get charged, eat an AoO, and get charged again you only get to deflect two of those.
I'm pretty sure that eating an AoO with it would count as the attack for the round; I'm not sure if the count would reset at the beginning or end of your turn, but either way if you get charged, eat an AoO, and get charged again you only get to deflect two of those.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
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- Invincible Overlord
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I love the illusion school a lot, especially at low levels. Silent and Major Image has won me more encounters than any other spell, including crazy town face-rockers like Stinking Cloud and Confusion. However, I'd like to do a little poll here:
How many of you have experienced games where the Illusion school was subject to a bunch of little metagame nerfs like orcs deciding to brave the wall of spinning blades or rolling marbles down the hall and stuff like that? To be honest, while I whine about it a lot it actually hasn't happened to me a whole lot -- hell, a lot of the times the DM is actually pretty tickled pink if I or someone comes up with a creative illusion.
How many of you have experienced games where the Illusion school was subject to a bunch of little metagame nerfs like orcs deciding to brave the wall of spinning blades or rolling marbles down the hall and stuff like that? To be honest, while I whine about it a lot it actually hasn't happened to me a whole lot -- hell, a lot of the times the DM is actually pretty tickled pink if I or someone comes up with a creative illusion.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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- Serious Badass
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The most common nerfs of the illusion school I see is on the end of "you can't do that" or giving everyone saving throws the moment they see the illusion (because that counts as interaction, amiright?). Now certainly, I've rocked the house with Silent Image several times in several different games, but I've also played in games where Silent Image was completely worthless because shooting an arrow out of an image wall miraculously counted as incontrovertible proof that the wall was illusionary and then all the enemies got to auto-pass their disbelief saves.
In general, the Illusion school requires a really long discussion with the DM, because the description of what silent image does is partially in programmed image even though there isn't a page citation and that's confusing as fuck. Once you've had that discussion, Illusion is probably going to be brutally brutally powerful, but some DMs throw tantrums and make it essentially worthless. So you want to have that conversation before you commit to taking Illusion as your specialist school.
-Username17
In general, the Illusion school requires a really long discussion with the DM, because the description of what silent image does is partially in programmed image even though there isn't a page citation and that's confusing as fuck. Once you've had that discussion, Illusion is probably going to be brutally brutally powerful, but some DMs throw tantrums and make it essentially worthless. So you want to have that conversation before you commit to taking Illusion as your specialist school.
-Username17
I have, but considering I was just dominating the battlefield with illusory cloudkill spells, it was to be expected.Lago PARANOIA wrote:I love the illusion school a lot, especially at low levels. Silent and Major Image has won me more encounters than any other spell, including crazy town face-rockers like Stinking Cloud and Confusion. However, I'd like to do a little poll here:
How many of you have experienced games where the Illusion school was subject to a bunch of little metagame nerfs like orcs deciding to brave the wall of spinning blades or rolling marbles down the hall and stuff like that? To be honest, while I whine about it a lot it actually hasn't happened to me a whole lot -- hell, a lot of the times the DM is actually pretty tickled pink if I or someone comes up with a creative illusion.
At worst I've seen stuff like "the orcs get a saving throw because watching a wall appear from nowhere is 'interacting' with it", as Frank suggested.Lago PARANOIA wrote:How many of you have experienced games where the Illusion school was subject to a bunch of little metagame nerfs like orcs deciding to brave the wall of spinning blades or rolling marbles down the hall and stuff like that?
But even at best, illusion spells seem to give you a chance to take a breather in a battle or a chance to plan an ambush. Again, as Frank noted, most GMs give a big bonus to saves once attacks start flying harmlessly through an illusion.
- OgreBattle
- King
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- Invincible Overlord
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Does anyone have any experience using the downtime and kingdom building rules in Pathfinder? What was your impression of them? I've only scanned them once, but my impression of them is like most things in Pathfinder: doesn't hold up to close scrutiny, but is plausible enough that if you're running a 10-12 session game it probably won't collapse.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
I don't have any experience using them, but I've thought about them a fair deal.
If you're talking about the crunch rather than the fluff, there are clear trap options and a few rooms that are way better than the rest of the bunch. Funny exponential growth things happen if you let businesses reinvest their earning into more rooms while you're away adventuring, but that really only gets silly when you start talking in terms of years.
Why anybody goes adventuring when setting up a massive empire of docks or gardens is the safe path to crazy wealth, I will never know.
In the short term, using rooms that generate magic capital are ridiculously cost efficient compared to anything else, but you have to put in money to generate the resources rather than take money out. It's totally worth it though, since you get capital for half cost by generating it during downtime, and you can use magic capital to pay for creating magic items. Everything at 1/4 the cost rather than 1/2? Sign me up. It generally takes less than two weeks to break even on the cost of the rooms, and then everything else is gravy. Get everybody in the party to putter around your set of alchemy labs carrying beakers for you because whatever they would be doing would be less efficient.
The downtime events can throw a wrench into everything, but you can solve this either by letting a manager handle everything (events don't happen when the PC isn't around), or by attaching 9 illegal game rooms, which forces the event roll to give you taxes (if you always make Bluff DC 20, nothing bad happens), criminal activity (if you always make Intimidate DC 20, you actually gain resources), or roll twice. I guess if you use 10 illegal game rooms you would always get roll twice, but then your DM will look at you funny and tell you that everything collapses into a black hole of infinite recursion.
Teams are never worth it compared to rooms, unless you plan to use them for something other than their resource generation. E.g. acolytes for heal spam during downtime, or because your DM insists that you need staff rather than just renting out your alchemy labs to generate their capital.
I haven't thoroughly gone over the kingdom rules, but my impression from my reading months ago was that a person who was in it for the gold should never ever touch them.
If you're talking about the crunch rather than the fluff, there are clear trap options and a few rooms that are way better than the rest of the bunch. Funny exponential growth things happen if you let businesses reinvest their earning into more rooms while you're away adventuring, but that really only gets silly when you start talking in terms of years.
Why anybody goes adventuring when setting up a massive empire of docks or gardens is the safe path to crazy wealth, I will never know.
In the short term, using rooms that generate magic capital are ridiculously cost efficient compared to anything else, but you have to put in money to generate the resources rather than take money out. It's totally worth it though, since you get capital for half cost by generating it during downtime, and you can use magic capital to pay for creating magic items. Everything at 1/4 the cost rather than 1/2? Sign me up. It generally takes less than two weeks to break even on the cost of the rooms, and then everything else is gravy. Get everybody in the party to putter around your set of alchemy labs carrying beakers for you because whatever they would be doing would be less efficient.
The downtime events can throw a wrench into everything, but you can solve this either by letting a manager handle everything (events don't happen when the PC isn't around), or by attaching 9 illegal game rooms, which forces the event roll to give you taxes (if you always make Bluff DC 20, nothing bad happens), criminal activity (if you always make Intimidate DC 20, you actually gain resources), or roll twice. I guess if you use 10 illegal game rooms you would always get roll twice, but then your DM will look at you funny and tell you that everything collapses into a black hole of infinite recursion.
Teams are never worth it compared to rooms, unless you plan to use them for something other than their resource generation. E.g. acolytes for heal spam during downtime, or because your DM insists that you need staff rather than just renting out your alchemy labs to generate their capital.
I haven't thoroughly gone over the kingdom rules, but my impression from my reading months ago was that a person who was in it for the gold should never ever touch them.
The downtime rules also have a quirk with rather dramatic results, caused by Paizo apparently not realizing that 2d20 is not the same as 1d20.
A Pit is the cheapest thing you can build. It produces gp or Labor (I think) with a +1 bonus. Now, let's say you have twenty pits.
A) You combine them into a dump and run them as a single business. It produces (on average) 3 gp or 3 Labor.
B) You run them as twenty separate businesses. They produce (on average) 22 gp or 20 Labor.
This applies to everything, especially the cheaper buildings / teams. It can be fixed with a rule that production starts from 10 - meaning that a result of 20 on a pit produces 1 Labor instead of 2, for instance.
Then you just have the problem that:
1) The gp gains are tiny and crap, you probably don't care about them.
2) The only other resources that matter are Magic (up to the amount you need for crafting, anyway) and Influence (if and only if MC lets you spend it for social skill bonuses). Everything else is just to build more buildings that don't do anything either.
I'm pretty sure the way the building rules are actually designed is more like:
1) Players decide they want to build ___, just because it would be cool.
2) Downtime rules tell you how long that takes and how much it costs.
3) It gives some tiny benefit so you can say it isn't pointless, but nobody really cares about that.
A Pit is the cheapest thing you can build. It produces gp or Labor (I think) with a +1 bonus. Now, let's say you have twenty pits.
A) You combine them into a dump and run them as a single business. It produces (on average) 3 gp or 3 Labor.
B) You run them as twenty separate businesses. They produce (on average) 22 gp or 20 Labor.
This applies to everything, especially the cheaper buildings / teams. It can be fixed with a rule that production starts from 10 - meaning that a result of 20 on a pit produces 1 Labor instead of 2, for instance.
Then you just have the problem that:
1) The gp gains are tiny and crap, you probably don't care about them.
2) The only other resources that matter are Magic (up to the amount you need for crafting, anyway) and Influence (if and only if MC lets you spend it for social skill bonuses). Everything else is just to build more buildings that don't do anything either.
I'm pretty sure the way the building rules are actually designed is more like:
1) Players decide they want to build ___, just because it would be cool.
2) Downtime rules tell you how long that takes and how much it costs.
3) It gives some tiny benefit so you can say it isn't pointless, but nobody really cares about that.
Now the kingdom rules, on the other hand. Ok, they're actually pretty stupid if you look at them closely. But for doing what they do in Kingmaker, which is giving you a reason to care about the places you find while exploring, and tracking your progress with an increasingly large and profitable kingdom, they work reasonably well.
They made a revised version of them that's in Ultimate Campaign. It adds a bunch of external constructions (windmills, mines, stuff like that) which is good, nerfs magic shops from "core of your economy" to "no reason to build it", and adds some more buildings. It doesn't really change the core system, or the core issues with that system.
However, if you try to combine the Kingdom and Downtime rules, you're in for a bitter surprise. The Kingdom rules are so ambiguous on what 'buying' a new building actually means, that it's completely unclear who owns those buildings for downtime purposes.
Like - ok, you're the king. Does that mean you own all the businesses in the city, and can directly gain the Downtime profits from them? Or do you just own the land, and the building/staff belong to someone else? Who can say? Not the Kingdom rules. Not helped by the fact that the list of buildings in the Downtimes rules is partially a different list than in the Kingdom rules.
They made a revised version of them that's in Ultimate Campaign. It adds a bunch of external constructions (windmills, mines, stuff like that) which is good, nerfs magic shops from "core of your economy" to "no reason to build it", and adds some more buildings. It doesn't really change the core system, or the core issues with that system.
However, if you try to combine the Kingdom and Downtime rules, you're in for a bitter surprise. The Kingdom rules are so ambiguous on what 'buying' a new building actually means, that it's completely unclear who owns those buildings for downtime purposes.
Like - ok, you're the king. Does that mean you own all the businesses in the city, and can directly gain the Downtime profits from them? Or do you just own the land, and the building/staff belong to someone else? Who can say? Not the Kingdom rules. Not helped by the fact that the list of buildings in the Downtimes rules is partially a different list than in the Kingdom rules.
Last edited by Ice9 on Tue Dec 30, 2014 11:00 pm, edited 1 time in total.
Errata previewOrca wrote:The Ecclesitheurge is probably going to be buffed before it's nerfed too. The text makes a reference to an ability it doesn't have (blessing of the faithful) and people on the Paizo boards seriously think it trades away more than it gets.
Gary Gygax wrote:The player’s path to role-playing mastery begins with a thorough understanding of the rules of the game
Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.
I like how the Warpriest is supposed to be a hybrid cleric/Fighter, but is weaker in melee than a buffed Cleric and with 3/4th BAB as worst than Fighter.
So you can be a Sacred Fist archetype get feat Crusader's flurry and be full BAB armored Warpriest, but that seems a lot of work to do what it thematically should do.
So you can be a Sacred Fist archetype get feat Crusader's flurry and be full BAB armored Warpriest, but that seems a lot of work to do what it thematically should do.
- Archmage Joda
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I don't see it. maybe there are some shinenigans you can do with the caster cleric archetype thingy whose name I can't remember to save my life. But for every other cleric this seems like a downgrade. If you could get the wizard as your primary with a divine spell like, I could see at least some semi interesting synergy you would get out of this.
Just set it on fire.
Just set it on fire.
To a man with a hammer every problem looks like a nail.
- Archmage Joda
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I'm pretty sure that you can use Fate inquisition, Trickery domain, or Oracle with the Wood domain to get a divine spell-like and be primarily arcane. Or one of the variations of aasimar for divine spell-like.
As for why I keep bothering with such things as mystic theurgism, it's because I want to play a character who is a veritable god of magic, able to go above and beyond what the average wizard can do, to have as much magic as I possibly can. And something that lets me have both wizardry and divine magic seems to me like a good step in that direction, though I could easily be wrong...
As for why I keep bothering with such things as mystic theurgism, it's because I want to play a character who is a veritable god of magic, able to go above and beyond what the average wizard can do, to have as much magic as I possibly can. And something that lets me have both wizardry and divine magic seems to me like a good step in that direction, though I could easily be wrong...
Last edited by Archmage Joda on Tue Jan 27, 2015 8:20 pm, edited 1 time in total.