context is that the feat list came out today, so we're speculating on one of the big imbalances we've seen so far (TWF doesn't compete with Two Handed fighting at high levels)
no, check that, though the intiate -> adept was there, but it's not
magic intiate, and then martial adept
so no mini wiz/cleric/druid dip
at least not in the way the playtest feats had
the October playtest had mini MC feats for wizzy, cleric and druid where you got a cantrip and a L1 spell, then L2 spells and then 3rd and then 4th if you had the feat spots to blow
So, umm I just read this: ". Unfortunately, someone leaked the alpha PHB, so some people have managed to have a sneak peek, but I'm still going to refrain from saying anything specific just in case. "
wait - hybrids in 4e often weren't worth it unless you had some kind of very specific build in mind that was worth the trade-off, so maybe that's why nobody got around to gestalt.
@JonathanHobbs Non of my friends at the time were interested in playing, so I never got round to trying it. They were all very happy with the flexibility and loopholes in 3.5.
Considering that one of the best games I ever had never got going, it says a lot. We basically designed 20th level gestalt characters and the person "GMing" would then ban elements of them. I think we got to about 7 pages of house rules before it just died out.
(though, both he and I have moved on from D&D to RPGs more suited to the kinds of games we play. He's digging into systems like Cthulhu Dark, and I'm running a game of Fate for my friends.)
It makes a change. My long term GM hates spells beyond 3rd level. So only plays P6 these days. He wants to try running/playing other systems, but can't find people to join us on maptools.
@Mourdos Hahaha. This happened once in a Basic D&D game I got to play. I didn't get to attend the last sessions, so I learned the conclusion from my friend who did: the entire thing was creeping through some old castle to find the necromancer doing his evil stuff in there. They open a door, suddenly find him in a room surrounded by potions and so on.
> Necromancer: "Aha! I have been expecting --" Rogue: I throw my dagger at him! [rolls damage] DM: He dies. You win!
@JonathanHobbs Was in a game of M&M run by a friend. Setting: Mutants distrusted and require "registration". So we both built steath characters. I buult a wind god, a friend a shadowman. Both could turn into elements. Got a strange message telling us we were hunted, to turn up somewhere.
@waxeagle significant (well not really but kinda) changes between the warlock of the alpha book and the warlock from the revealed phb , so I'm going to get less excited now and pretend it doesn't exist, except for random things.
@waxeagle I recall the factotum class from Dungeonscape (I think that was the book) had a few wizard spells as spell-like abilities, with one of a certain spell level and a few of the next spell level down or lower, chosen each morning, no spellbook needed.
@Metool yeah, we'll see what we get there. There's a handful of mechanics they can pick from, I hope they keep the total number of mechanics fairly low though
Standard house rules for games I play in (which is mostly P6) is that all knowledge skills are class skills and that everyone gets +2 skill points per level which are for knowledge only
Monks can flurry as a standard action is one we are trying out.
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.
@Mourdos at L1, pretty good, at higher levels...well Wizards and clerics get a lot of complexity (and damage if they choose to use it), where as rogues get bigger single strikes and fighters get lots of attacks..it's not really balanced at high levels, but that's probably Ok
there are mechanics out there to keep Clerics and wizards from fully outshining their martial counterparts
I remember once having a long argument with someone who insisted that psionics was not magic. I was discussing sword vs sorcery in terms of human and 'superhuman'
@GMNoob Trying not to TPK them I found it made sense to target the characters with the higher AC...forget that the bow fighter is sitting on a measly 15 while the dwarf cleric has a 16
there was also a lot of whiffing which kinda sucked
@Mourdos it doesn't make a lot of difference...but over the course of an adventure, 5 encounter, at about 20 attacks per encounter, is 20 HP, enough to kill 2 characters
@Mourdos yeah, coming from 4th it was a bit of wake up. I used average monster damage the whole night instead of rolling it too...which might have been a mistake
oh and my players wised way up. I let them extended after the goblin encounter and they reprepped spells. Wizard grabbed sleep this time. Made a huge difference in the finale
it assumes a certain level of character optimization and you need to follow the item drop progression for characters as well but it makes for combat as balanced as a wargame or boardgame
We repeated the encounter later on, 4 of them, level 2 at that time. Did so much better, not just because they were level 2, but because the realised that it was a bad idea to have the two fighters 30 feet away where they couldn't see them. They formed a circle and used their mounts as cover
I might play a game, if I can find a UK friendly one over maptools or rool20 or such
hello i am a fairly new DM and i recently got some of my friends to start a campaign with me as DM using pathfinder. One of the player has been really try hard to make it enjoyable adventure as well as helping others get into the role playing. Anyway another player showed him a were-crocodile and...
@GMNoob I was mostly wondering if there was an imposable condition that made Somatic mean something more than simply being a "no weapon and spells" req
@Zachiel Aye, but that's no excuse for not trying to get it right in yet another edition. I'm sure they've thought of that at some point.
We've already seen a response of "Wait, my skill will only grow by +6 throughout my career? Ew!" in the comments. I'm wondering if that shift from +5 to +11 is indicative of the actual change in the skill, or just a number that goes up a bit, and the GM is meant to flavor the qualitative change.
In which case that'd be a valid answer: represent awesomeness through flavor, don't let high-level characters directly compete with low-level characters, this makes sense despite flat math because of reasons.