Thanks for the comments. After last session when the player summoned flying creatures specifically because that'd be useful there I was wondering if I was allowing summoning to be too powerful (as summoning 8 creatures is amazing as is), but it's not like it's actually causing problems I suppose.
The main problem is actually our pace of play. Our combats take forever in part because our players control a bunch of creatures.
@PeterCooperJr. I mean, there are definitely discussions to be had about this. I let my players know pretty early that whatever they could do with 8 pixies, I could do so much worse.
Not really looking to change much, I suppose. I guess we're just hoping to figure out how to speed things up, as not all the players are quite enjoying the combat aspects
@nitsua60 I think this is a good explanation of why Apocalype's "ask questions and use the answers" is so helpful. You're just mining your players for creativity.
Yeah, if the liar said they tell the truth (one speaks nothing but truth), they'd be referring to themself; but if they said one of them lies, they'd be referring to the other
An important point is whether each of them is forced to tell a lie or the truth, rather than say anything they want to get you to believe the right/wrong thing.
@trogdor I meant that partly rhetorically and partly humorously. It's possible they have any number of social relationships, but are both there because it's their job. I try to be friendly with all of my coworkers to foster a good environment, but that doesn't mean I hang out with my coworkers regularly.
@nitsua60 Yes. Note the qualifier of "all" in there. There are several people at work that I'm pretty sure I met when they came on, and have said maybe ten sentences to since then. If I bump into them in a hallway or some such, then I'll politely say hi or make casual conversation. It's unlikely I'll invite them to my house, or to hang out with my old roommates or something.
@nitsua60 Thinking about it, I more or less translate the "Be Nice" policy to that sphere of life.
Hmm. Seems I misread his line as questioning my word choice in the previous statement. On review, I've revised that to thinking he meant to confirm it, succinctly.
And in those cases I only go that far because they act in a rude fashion rather often, casually, and after I have tried politely correcting them on that specific behavior
For my part I am simply done wasting energy on them
The majority of my co-workers are at least tolerable though
@JoelHarmon Orite! Yes, I was agreeing, and tossing out there the phrase I use to describe that sort of relationship in my own life. Sorry for the confusion!
Went to see the Christopher Robin movie tonight with wife and daughters. That thing needs to come with a sternly-worded warning. We were each holding a child on our lap with tears streaming by the time the title sequence started.
user15026
@nitsua60 ....I was going to go see it but now I am questioning that
@Ash Anyway, it's the typical "kid's grown up, forgot how to be a kid, isn't relating to their own kid, we've got to help them rediscover the magic of childhood" thing.
So... I have a group of semi-noobs that I want to run a one-off game for. Am thinking 5e, make it a bit of a puzzle dungeon... keep it simple. But I don't want them to be level 1... there's not much diversity in what a character can do. But obviously they're not experienced enough to be anything like level5.
@kviiri certainly in 3e/PF my general rule was that 3rd level was the new 1st level
for a one-off game I'd say 3rd level is a good compromise, if it was the start of a longer campaign then starting from 1st isn't so bad, so long as you get them through that initial couple of levels at the same kind of rate as they are mastering the game basics
I'd never be so cruel as to make a group of experienced players start characters at 1st level
@Ben Not just a class feature; level 3 is when most classes pick an Archetype, which is a big deal.
@kviiri Someone (I want to blame nitsua here) on the site had a breakdown of expected number of encounters to get each level, and it worked out to basically being level 1 for a session, then 2 for a session, then about five sessions for each other level (with a peak around level 10 or so, for some reason).
@NautArch I feel like 9 times out of 10 when an experienced player creates a character, they already know which subclass they're going to pick etc. I just don't see the point of playing through the first couple of wimpy levels. But I concede that others may enjoy it anyway
@NautArch Agreed. The only thing I think he did wrong was not making sure he and the players were on the same page
@Carcer And honestly, in retrospect I'm doubting my own statement :) I know which subclass, but it's the grind and danger is what makes it kinda fun. But it also makes it a potential dead character that had effort put into design and backstory whose story ends because of random 1st level squishiness.
I did just recently start up a campaign with some friends, but none of them are super experienced (one is a new DM and hasn't played a PC for 5e, one has played only a couple games of 5e and not much else, and the last is new to 5e.) So I started at Level 1. There was quite a bit of RP in the first session, so I made sure they had enough XP to level for the next session.
one of the few mechanical changes 4e introduced which I actually liked was that you get your con score as base hit points and then add on more for your levels
But the current DM (whom I really don't like as a DM in terms of player management), wants to try starfinder (or whatever that pathfinder in space spinoff was.) I'm not so interested in playing with him as a DM again.
(Shameless plug: Pathfinder 2e also gives you a decent hp buffer - you get a number of HP from your ancestry, and then also some from class; so like a Dwarf Fighter starts with 10 (Dwarf) + 10 (Fighter) + CON mod.)
Yeah, the book/pdf just dropped a week ago or so (Thursday). Lots of people are loudly complaining about things being different, others are complaining about balance issues (why though, it's the first version of a year-ish long public playtest?). On the whole though I think there's a lot of good reception for what PF2E is doing
be interesting to see how well that does commercially. My understanding of pathfinder's history is that it was largely successful off the back of people who really just wanted more 3.X D&D, so it'll be interesting to see if diverging significantly from that works out of them
*for them
(speaking as someone who was definitely a person who just wanted more 3.X D&D and played Pathfinder instead of 4e for that reason)
It probably will; it's a bit simpler than Pathfinder 1e so it's easier to get into, but it also has way more customization than 5e (Pretty sure you make as many choices in the first 5 levels of PF2e as you do in a whole character's lifetime in 5e)
Pathfinder's also been losing some market share over the last couple years or so as far as I know; the new system allows a ton of design space to build things that work fluidly
What they're diverging from is customization that just adds numbers though
I was a fan of the greater flexibility in 3.X myself, but I recognise that 5e's more rigid approach to character building makes the balance much less all ove rthe shop
ach, gotta go faff about with a bunch of stuff in a datacentre. Toodlepipskidoo
It's a lot easier to keep balance issues out when 1) All bonuses are typed, bonuses of the same type don't stack, and there are exactly 2 kinds of bonus any ability can give you (there are also Item and Proficiency bonuses, but htose are static)
And 2) the customization mostly comes from new Actions, which generally can't be used together (can't use Power Attack with Double Slice, since both are their own Actions)
the wizard spell acquisition question is pretty relevant to a new campaign we should be starting in a month or so. I've got a wizard and I'm not sure we'll be getting a lot of opportunities for scrolls.
Good news is, there's another wizard in our group (we're brothers), so we'll actually have opportunity to copy each others spells into our own books (once we get spellbooks...we're starting without them.)
It's weird to balance. Wizards can really take over games but anything short of actual rules modifications to try to even the playing field just completely ruins them.
@Delioth To start with. We're basically indigent and forced labor. I do have papers with spells on them, just not a true 'spellbook', but we have no focus or component pouches either.
We had no components to start with in our Battle Royale -style game, but wound up finding three or so pouches and several thousands worth of components
I was pleasantly surprised at their abundance in drop tables. Although well, finding one pouch fast is good, but finding many is pretty boring
@NautArch Enforcing teamwork: the party gets 1 spell component pouch. You can use a bonus action to throw it at another party member, who can use their reaction to catch it. For extra style points, everyone shouldn't know their initiative order so you're just hoping that you throw it at the next person to cast.
Probably. PF2E is really well-defined though. They decided to throw Traits on everything so that they're pretty strictly defined.
The software engineer in me loves how well it's defined (there's no wonder on whether something is a Move action - if it has the Move trait then it is, otherwise it's not)
The software engineer in me liked 4E at launch because of the procedural ordering and language of powers, but kinda felt it got out of hand as splat books increased.
I'm gonna wait on PF2E, see how it fares at launch.
PF2E seems to be having a really solid launch. Lots of feedback I've seen, both good and bad. A notable chunk of the bad is just raw complaints on how things changed (like Longbows not being the "always best" option, Wizards in Armor being Okay, and Skill Ranks not being 100% granular)
Yeah, it's almost like a new system involves changes, right?
But yeah, those three complaints are the ones I've heard the most. Well, aside from people bringing forth balance issues... but those are kind of expected anyways (Rangers look too weak, Alchemists look like they won't have enough resources for a day, both things that can be remedied)
OTOH, I'm actually a fan of those complaints though. Armored mages are cool, Skill ranks were cumbersome, and there shouldn't just be an option that's always better than all the other ones
Yeah. I mean, they have to invest a little bit to be good (they start untrained with armors, so either 3 general feats of 1 class feat); but spell failure is gone
But if they really want to, even wearing Half Plate while untrained still nets you +2 AC over unarmored, though I think that ends up lowering your TAC by 1
But armored vs unarmored is mostly a matter of choice now. Every armor's bonus+max dex adds up to +7 AC, and as of yet 24 (+7 mod) is the highest you can possibly get in a stat
And you get a ton of stat boosts, so most of your stats can be good (every time you get a round of free boosts, you get 4 of them; you just can't boost the same stat twice at once. And you get a round at level 1,5,10,15, and 20)
@MikeQ There's not a distinction. Multiclassing as previous editions is gone entirely
Multiclassing is more like PF's Variant multiclassing, where you get to trade out Class Feats for other class Dedications (which give some features and unlock class feats from those classes)
But if you're a Fighter at level 1, you're a Fighter at level 20. No Fighter 6/Ranger 2/Paladin 6/Fighter 3/Monk 1/Ranger2
I'm of the opinion that it's an improvement; what it does is it lets you keep progressing your core abilities from your class, but it lets you slip out of your class' niche and poach abilities from others.
So like if you're a Fighter, you can take Wizard Dedication at level 2, which gives you a couple cantrips. Then you could take another class feat at 4 to gain an Arcane School or some Wizard spells. Then you could continue taking Fighter feats or Wizard feats, or something in-between. The only restrictions are that Dedication feats require you to take a certain number of their feats (all of them as of now are 2) before you can take another Dedication feat
@MikeQ Yeah, there's nothing officially there, it's a soft-cap at 24 in a stat. Since you can only start with 18 in a stat, and you get 4 rounds of boosts, and a boost to a stat at or above 18 increases the stat by 1; then there's a cap of 22 on any stat as of now. Plus you can gain another +2 from a stat-boosting item tops (and you can only get one stat-boost from an item)
@MikeQ Little of column A, little of column B. Casters in general have fewer spells of each level (cap at 3, don't get extra spells from a high casting stat) and the stupid-level spells (Time Stop, Wish, Gate) are 10th level and only accessible at level 20. Martials have feats for new actions so they can be more interesting
Plus the 3-action economy is great for martials, since most spells take 2 actions to cast
Yeah, and Cantrips are automatically heightened to the highest level so they're always okay. Not that much of a nerf though, considering that Wizards almost always had 3 or fewer of their best spells anyways, plus 1-2 from high stat
And they can 1/day re-cast a cast spell via their Arcane Bond, while Sorcerers get an extra spell per day of each level that's a bloodline spell
Oh, and a lot of classes (Sorcerers and Wizards, plus also Paladins and maybe others) get a pool of spell points that they can flexibly use for Powers. Like Paladins start with Lay on Hands which uses 1 Spell Point, or Wizards start with 1 from their school, or Sorcerers start with 1 depending on their bloodline
I'd kind of prefer switching to a levelless system over half-baked multiclassing, but I'm aware no fantasy D&D derivative is going to consider that possibility
@KorvinStarmast cause you spend a while as a super squishy, relatively incompetent low level char usually without anyone of the cool abilities you already know you're going to choose for
@MikeQ Yeah, it's like 2 pools. Spell Points, which are used for powers (Monks also get a pool of Spell Points, and Spell Point pools don't stack, they can always be interchanged). There's also Resonance, which is used to use magic items - continuous magic items that aren't weapons you have to Invest a point into at the beginning of the day to get their benefits, and also consumables require spending a point. But you can overspend Resonance with a flat check.
@KorvinStarmast Depends on system. Sometimes it's kind of like the system "hazing" the player. Before you get the abilities that you actually want to use, you have to survive as a glorified commoner for a few levels.
I just wrote a question before this one and had trouble uploading a screenshot. The drop your image dialog throws no warning or error, but after uploading it won't show.
I also noticed that other questions won't load their images. Could this be some issue with imgur or similar?
Example:
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Some avatars (including my own) aren't loading anymore, and instead I get a transparent box. This occurs particularly after I refresh a page.
In my developer tools network tab, every request for an i.stack.imgur.com avatar seems to get a response of 301 (permanently moved) without content, which...
I mean, I personally would not be super stoked to play levels 1-2 of most classes, I think that's just a crappy intro you have to deal with before you get to the good bit if you will
i'd go for 3rd in 5e since that's where we get our class-defining abilities, and in D&D 3e since that's where things are less boring. i wonder if there's an ideal starting level in 4e.
On second thought I'm not sure if "linear/superlinear" is the right term. In fact, I don't really know what the terms are to describe and compare character progression across different systems.
HUGE plot hole in reality: every person carries around a device with access to the totality of human knowledge and yet people are constantly wrong about everything.
@Carcer I guess we view this differently. The "start from zero" for an experienced player opens up lots of fun based on player skill (versus character skills/abilities). @MikeQ Good point, system dependent. Also group dependent.
@doppelgreener What is weird about 5e is that Clerics are Domain chosen at level 1 and get channel divinity at level 2, but get extra spells (divine domain) at level 1. Wizards get school at level two. Martials get "archetype" at level 3. Sorcerers are defined at level 1. Warlocks get patron stuff at 1, pact stuff at 3. It's uneven.
@KorvinStarmast Yep. In some systems (D&D and derivatives), everything scales with progression, and low-level play is fundamentally different than mid-level or high-level play. Other systems not so much - characters start out with most (generally, at least half) of their defining abilities, and make gradual improvements over time, so there's not such a drastic difference between early and late game.
@KorvinStarmast From what I've played, I'd include Call of Cthulhu, Mutants &Masterminds, and Dark Heresy/Rogue Trader on that list. Or some of the WoD systems. Probably some others too.
@MikeQ Pathfinder 2e appears to bridge that gap. Most of your main class abilities are available at level 1 with incremental improvements to their function later (better action economy, higher leveled spells, etc.). But high-level characters are fundamentally better than lower, since you add your level to proficiency so that after a few levels Goblins with a +4 attack and 1d4 damage aren't deadly threats anymore. At least, that appears to be the goal. Whether it's successful, I don't know yet
@Delioth Pathfinder 1e was notorious for having multiple playtest goals it never achieved or actively worsened
for example it promised to resolve balance issues and the martial/caster power gap, but actively made the gap larger, and ongoing changes consistently nerfed martial classes and buffed caster classes.
@doppelgreener Rather, I don't think it's an active goal of the playtest/system, it's just a thing that I noticed while reading it. There aren't many direct improvements to abilities as levels go on.
And I'd definitely argue against the increase to the caster/martial gap; martials are definitely better in Pathfinder from 3.5e, and casters are only a little better (mostly QoL stuff). Especially later splatbooks (thinking Ultimate Combat and forward, especially Weapon Master's Handbook and Unchained w.r.t. Combat Stamina)
But a lot of that also comes down to personal/table preference and playstyle and isn't worth arguing over
@Delioth multiple martial classes were straightforwardly nerfed in core features (e.g. the rogue's sneak attack), multiple martial features received ongoing nerfs for "realism" reasons (e.g. the infamous weapon strap nerf), while caster classes received buffs and new opportunities and then the arcanist was released which is brokenly powerful.
it's the best-of-both-worlds wizard-meets-sorcerer in a paradigm where the only balancing feature of a wizard was that it couldn't do what the sorcerer did and vice versa.
it's the general stance of the charop community that the gap increased, martial classes are worse in comparison to their D&D 3.5e equivalents (even assessing them against Pathfinder's own scope), and caster classes are comparatively much better and have better options. that was the case since the initial playtest and only increased since.
How can you consider the rogue's sneak attack "nerfed?" It's almost literally the same ability between versions, except Pathfinder lets you sneak attack Undead (which is huge). And Arcanist is hardly "brokenly" powerful. They notably receive fewer spells per day than either Wizards or Sorcerers. Combine with Fighters getting actual class features... I actually don't understand anyone thinking Pathfinder martials are honestly in a worse place.
I mean, in Pathfinder at least the best Fighter is actually a Fighter, not a Cleric self-buffing (a Cleric does better to buff the Fighter rather than themself)
"Fixing" the balance problems may not have happened... but they're notably better in standard play (minmax is a different story)
Hi folks. Just dropping in to say that this site's Lines and Veils discussion is apparently cited as "further reading" for considerate play in Vampire 5th edition. How 'bout that?
You can 100% sneak attack constructs, it's even in the FAQ which clarifies: Some may balk at this but it can easily be imagined or explained as the rogue having found a weak point in the undead’s “body” (such as a zombie’s head) or even finding a crack or flaw in a construct’s “body.”
Oh nvm it's just crits. And being immune to crits doesn't confer immunity to sneak attack
> There is some degree of confusion as to what should separate a “critical hit” from a “precision-based attack” but in any event, in some cases they are treated differently.
Plus it's different enough from Pathfinder 1e that a lot of people won't make the switch
Or you could just play PF2e since it looks really solid (and playtest feedback is coming to roughly that conclusion as well, outside of some balance issues that should be ironed out in playtest)
Probably will be, though I don't have any official quotes to support that assertion. At the very least even just the playtest doc would be enough for a long time of content
I'm just kinda miffed because I spent the last week poring over the PF 1e SRD trying to learn the system. It's just bad timing that I started getting into it right between editions.
You said it's pretty different from 1e PF? How so?
@TheAverageCanadian Yeah, playtest docs dropped last Thursday. But seriously, there's a notable break from old conventions in 2e and a lot of people probably will never make the transition.
0_0 Hmmm interesting. I'll need to look into those playtest docs.
Well I suppose as long as it's not "Hey look a replacement" like Games Workshop does with Warhammer and etc and more of "Hey look a new game, keep playing the old one though."
New action economy, standardized class feats, ancestry feats, removal of skill ranks, skill feats, multiclass/archetype/prestige all moved into one system that's based on spending Class feats on them, proficiency being a huge source of progression, and probably several others
In Pathfinder 2e all bonuses are typed, and there are only 5ish kinds of bonus you can have (Stat, Proficiency, Circumstance, Conditional, and Item); and same-type bonuses don't stack
Especially in the homebrew department - in 5e if you open up player choice you have to either bend the system to give them more choices (aka feats), or relegate to them using their (extremely limited) feats for the homebrew stuff. In Pathfinder 2e, you legitimately get at least 1 feat every level in almost all cases (exceptions include some spellcaster levels sometimes not having a feat as they increase their proficiency)
Yeah, I think I'd have preferred a 5e design where you got more ASIs but they were only +1 or a feat at a time, and the feats could be a bit less monolithic
Pathfinder 2e is a super-flexible framework that looks like we might be able to make e.g. a single archetype feat line that unlocks Magus, Bloodrager, Arcane Trickster, Arcane Archer, Eldritch Knight, and probably a couple others (Rage Prophet?) and combinations thereupon for building. Rather than needing to build up 3-5 full new classes with all the decisions that come with that.
@Delioth The best fighter in PF1e is the eidolon from APG
@TheAverageCanadian They are entirely different systems. PF1e is essentially a tweaked version of D&D 3.5e. PF2e is different - not necessarily an upgrade, just different.
@MikeQ Eh... kinda. Super susceptible to stuff like banishment and has limits on number of natural attacks. Best is probably actually a Barbarian with Pounce and a load of natural attacks (off the top of my head, you can get 2 claws, 2 wings, bite, gore as an Aasimar Barbarian... maybe a couple more that I can't think of). All of those at either full BAB or BAB -2, and IIRC all getting your full Strength bonus (which for a Barbarian is significant)
@Delioth Right, but the eidolon comes with a summoner companion. They don't need the high BAB because they get multiple attacks at max BAB, rather than iteratives.
@MikeQ Right, which is a really squishy weak point
That's exactly what a Natural attack barbarian does though, since primary natural attacks are always at full BAB
Between an Eidolon and a Natural Attack Barbarian... the Barbarian is at a distinct advantage. Especially if the Barbarian can charge the Summoner and go for the weak point instead
Since the Eidolon is hard-limited to a certain number of attacks, and the Barbarian is only limited by how many he can scrounge up
And regardless of summoning more things, the barbarian can rip and tear through them at-will (ish). Higher level barbarians can rage for something like 30-50 rounds per day
(2*level, +2, +Con Mod; assuming not using a Trait or feat to add 2/4 more rounds)
Fair enough. In terms of raw damage output and HP, barbarian usually wins. But versatility is power and that's where the martial classes tend to fall short.