Pathfinder Is Still Bad

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Chamomile
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Post by Chamomile »

PhoneLobster wrote:What if he makes friends with the horse directly and cuts out the middle man?
If I find a bunch of sentient magic items and become friends with them, they don't count as possessions, right?
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Post by RadiantPhoenix »

Alternatively, what if you fail the will save to avoid being controlled by the intelligent item?
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Chamomile
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Post by Chamomile »

If I fuse multiple magic items together (i.e. weld a magic ring onto a magic amulet, and then weld that to some magic boots, etc. etc.), do they count as a single item?
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Post by DSMatticus »

Do magical prosthetics count as possessions, or aspects of the self? Or what about grafts? Magical tattoos/runes?

Can I have my face enchanted for maximum headbutting capacity?
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TOZ
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Post by TOZ »

Sean K Reynolds wrote: Why should a vow of poverty make your ability scores, AC, and or saves get better?
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Post by DSMatticus »

Because, Sean K Reynolds, you gigantic twat, magic items make your ability scores, AC, and saves better. (Yes, I know I'm not talking to Sean K Reynolds, and that he will in fact never hear this. I just need the universe to know that he is, in fact, a massive twat.)
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Post by TOZ »

SRD work-in-progress area.

Doesn't have everything yet, but you can see some of the material. Bard 'Masterpieces' are amusing.

Edit: Had to share.
SKR wrote:Up late dealing with some facepalm-worthy message board posts. Time for bed.
Josh Frost wrote:Armchair designers are the best.
TOZ wrote:Good thing Paizo employs so many!
Last edited by TOZ on Thu May 12, 2011 10:31 am, edited 1 time in total.
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Post by Xur »

TOZ wrote:SRD work-in-progress area.

Doesn't have everything yet, but you can see some of the material. Bard 'Masterpieces' are amusing.

Edit: Had to share.
SKR wrote:Up late dealing with some facepalm-worthy message board posts. Time for bed.
Link? Would like to see those facepalm-worthy messages myself, because there are two options: either they are valid criticism, maybe even funny or intelligent, that induced SKR-rage, or they are statements so bad that even SKR had to deal with it...

"I fail so hard at life and Pathfinder that even SKR facepalmed because of me."
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hogarth
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Post by hogarth »

TOZ wrote:
Josh Frost wrote:Armchair designers are the best.
Wait -- Joshua Frost is posting on the message boards of the company that forced him out?
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Post by TOZ »

Sorry, that was a Facebook exchange. I would have screenshotted it, but I don't have an image editor handy to black out uninvolved persons names.

Pretty sure you can see what he's talking about by looking at his recent posts on Paizo. Like the infinite spell loop thanks to the new Echoing Spell metamagic feat and Spell Perfection.
Last edited by TOZ on Thu May 12, 2011 12:42 pm, edited 1 time in total.
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Post by Koumei »

Oh? Echoing Spell sounds self-explanatory (you cast it, and it casts again next round), but what's Spell Perfection? I'd love to know how stupid it gets.
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Post by hogarth »

Koumei wrote:Oh? Echoing Spell sounds self-explanatory (you cast it, and it casts again next round), but what's Spell Perfection? I'd love to know how stupid it gets.
Spell Perfection lets you add one metamagic feat to your favourite spell for free. It's only a "trick" in the sense that the wording of Echoing Spell is somewhat vague and if you interpret it in one particular way, you get something ridiculous. Yawn.
Last edited by hogarth on Thu May 12, 2011 1:52 pm, edited 1 time in total.
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Post by Maxus »

TOZ wrote:
Doesn't have everything yet, but you can see some of the material. Bard 'Masterpieces' are amusing.
What really gets me is--Back in the day, a 'masterpiece' what a journeyman in a guild did to prove he was worthy of being a master. If Terry Pratchett is to be believed.

So you only tend to get one of them out of any given person. They might even do something better later on, but the masterpiece in his turning-point.

Edit: Oops, hit 'submit' by mistake.

So they had room to make a possibly interesting ability--like a Bard's signature trick, something only he can do.

Then they didn't.
Last edited by Maxus on Thu May 12, 2011 4:05 pm, edited 1 time in total.
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Post by MfA »

Well the VoP thread is dead, but Erik Mona closed it with a conciliatory gesture ... maybe there is some hope for them yet.
I am personally playing a monk character right now, and I completely understand the criticisms about vow of poverty posted on this thread. I have personally discussed these issues with the design team, who are aware of the passions people feel about this one item in this book, and on the idea of "trap" options in the game in general.
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Post by angelfromanotherpin »

Maxus wrote:What really gets me is--Back in the day, a 'masterpiece' what a journeyman in a guild did to prove he was worthy of being a master. If Terry Pratchett is to be believed.

So you only tend to get one of them out of any given person. They might even do something better later on, but the masterpiece in his turning-point.
Definitions and customs change over time, but generally speaking a masterpiece is any piece of sufficient quality that you could be promoted from journeyman to master for producing. So most masters (those who didn't bribe their way in or whatever) had produced at least one masterpiece, but might produce many over the course of their careers.
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Post by A Man In Black »

MfA wrote:Well the VoP thread is dead, but Erik Mona closed it with a conciliatory gesture ... maybe there is some hope for them yet.
SKR is still getting into it with the forum trolls over Vow of Poverty, so I doubt it.
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Post by Bobikus »

A Man In Black wrote:
MfA wrote:Well the VoP thread is dead, but Erik Mona closed it with a conciliatory gesture ... maybe there is some hope for them yet.
SKR is still getting into it with the forum trolls over Vow of Poverty, so I doubt it.
SKR also practically admitted that PF has mechanical trap options that flat out make you weaker for the sake of roleplaying. An interesting statement considering one of the claims I hear about PF is that it balances 3.5.

I found someone saying "this is why I play Pathfinder and refuse to touch...the other brand's game." amusing though.


Also in terms of balance, it sounds like there's more power creep in UM for Wizards, who are already on top still, which is more martial/caster split that people will have to wait for Ultimate Combat to hope that the gap lessens a bit again.
Last edited by Bobikus on Tue May 17, 2011 8:49 am, edited 2 times in total.
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Post by Koumei »

Apparently, Bayonetta is playable in UM - the Witch class, that can grow and extend her hair to use. Eyebrows, too. Male Witches can use their beards, which leads to this awesome Mystic Guan Yu idea, or windmill-moustache.

Note that it can only be done (level) minutes per day. Because you need to balance that stuff. So Bayonetta actually spends MOST of her time completely nu... okay that's acceptable.
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Post by Juton »

Paizo has managed to underwhelm yet again. In their new book they are trotting out a new monk archetype that is supposed to be more magical. You can see the preview of it here. It's not really that magical except for the option to shoot scorching rays at 4th level.

I among other people have been saying that the monk needs to some way to fly to properly represent what a powerful monk can do in a good Hong Kong action movie. The closest they come in UM is the ability to airwalk 20-30 feet per move action, they have to end their move on solid ground. Strangely enough this is a feat, it can be used unlimited times per day, but a monk needs to be 12th level to take this feat.

To top this off, the big monk fix, the Qinggong monk can take this feat as a power, at level 14 and they have to spend their limited Ki points to use it. A lot of posters think that the Paizo crew are merely incompetent, but shit like this reinforces my belief that they are actively fucking with a segment of their player base. Maybe just for the lulz.
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Post by hogarth »

Bobikus wrote:SKR also practically admitted that PF has mechanical trap options that flat out make you weaker for the sake of roleplaying.
Personally, it's hard for me to get worked up about "trap" options. But that's probably because the number of times I've seen a player unknowingly take a "trap" option is dwarfed by the number of times I've seen a player deliberately take a "trap" option (because that means you're a ROLEplayer, not a ROLLplayer, don't you know).
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Post by Bobikus »

hogarth wrote:
Bobikus wrote:SKR also practically admitted that PF has mechanical trap options that flat out make you weaker for the sake of roleplaying.
Personally, it's hard for me to get worked up about "trap" options. But that's probably because the number of times I've seen a player unknowingly take a "trap" option is dwarfed by the number of times I've seen a player deliberately take a "trap" option (because that means you're a ROLEplayer, not a ROLLplayer, don't you know).
I just find it interesting/amusing/ironic considering that most of the praise I hear about PF is based on its attempts to balance 3.5.
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Post by A Man In Black »

Oh for crap's sake.
Ultimate Magic wrote:Antagonize
Whether with biting remarks or hurtful words, you are adept at making creatures angry with you.
Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimitade checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you. The effect ends if the creature is prevented from reaching you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot reach you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature makes a melee attack against you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
What the hell. So much for any intrigue game ever. "Hm. That guy's suspicious...I antagonize him! Oops, he attacked me, self defense time!"
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Post by Xur »

A Man In Black wrote:Oh for crap's sake.
Ultimate Magic wrote:Antagonize
Whether with biting remarks or hurtful words, you are adept at making creatures angry with you.
Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimitade checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you. The effect ends if the creature is prevented from reaching you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot reach you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature makes a melee attack against you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
What the hell. So much for any intrigue game ever. "Hm. That guy's suspicious...I antagonize him! Oops, he attacked me, self defense time!"
What is this... :ugone2far:
And there was I looking at the differences between the playtest version and the final Magus. Seems I missed the good parts.
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Post by Juton »

I don't think antagonize will work like that. In a diplomatic situation hostility could mean you get insults back or your target simply gets angry and walks away.

It looks like this is a feat though and not just another use for skills. That sucks because while it increases a mundane's set of options at chargen it doesn't increase their set of options in play.
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Post by Fuchs »

If I read the text right you can intimidate someone in a social situation with antagonize and the target will have to attack you with a melee attack.
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