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Thread: Initiators and You
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2015-10-25, 08:28 PM (ISO 8601)
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- Jun 2011
Re: Initiators and You
Yes, I enjoy PoW, can't imagine playing a martial without it.
Every system has flaws, it works quite well.
Can never have too many disciplines and more cool stuff, though the PoW team is being careful, from what I understand, to make certain each discipline is unique enough to keep a strong identity.
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2015-10-25, 08:56 PM (ISO 8601)
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- Sep 2007
Re: Initiators and You
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2015-10-26, 06:22 AM (ISO 8601)
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- Jun 2011
Re: Initiators and You
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2015-10-26, 06:30 AM (ISO 8601)
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- Aug 2010
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- Australia
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2015-10-26, 07:31 AM (ISO 8601)
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- Jun 2011
Re: Initiators and You
Steelfist commando with steel coils stance and some broken blade stuff works pretty well for dealing damage as a grappler. I have toyed with writing out a grappling/reposition/bullrush/enemy wielding discipline, but I don't know that I can pull it off in worthwhile form and have other protects currently.
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2015-10-26, 10:20 AM (ISO 8601)
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- Aug 2013
Re: Initiators and You
Stop the bandwagon, because I'm hopping aboard!
I too ask questions when I would like to know the answers. Sometimes, I ask them when I already know the answers, just to mess with people.
Do you like and play initiator classes?
If no, then what reasons do you have for not using them?
If yes, then do you believe there any shortcomings or flaws?- Because ToB was introduced so late in 3.5's life, it has zero support beyond the book. It also suffers an incomplete errata. Further, the editing in the book is confusing and weak at the best of times. PoW seems to have smoothly addressed a lot of these wrinkles, having arrived while PF is still going strong, enjoying continuous revision and updates, and benefiting from very active developers who are constantly testing and improving the mechanics. So, really, this is only a flaw in ToB; PoW is great on this front.
- Both ToB and PoW carry with them the baggage of preexisting classes. This, I think, is something that is a common complaint about Initiator classes - they have taken preexisting melee and made it more complicated. The thing is, I don't think the opposite works - if we had started with Initiator classes back in the day, and then someone came along and offered a melee-based class with no maneuvers and only feats as a class feature, we would have laughed them out of the room. Nonetheless, this baggage - the existence of classes like the Fighter and Rogue - acts as a barrier to entry.
- They are inherently more complicated than the standard feat-based combat style. That's "more complicated," not "complicated," in much the same way that 10 is larger than 1, but is not necessarily a large number. They require more of the player than "I attack it with my sword," "I use Power Attack," or "I make a trip attempt." And admittedly, part of why I might play a Fighter or Barbarian is to get away from the complex mechanics and bookkeeping of spellcasters.
Do you think the initiator system is overly complicated and difficult to use?
If yes, then in what ways is it flawed?
Which of the following things would you like to see more of?
- More disciplines.
- More disciplines, but none of that fancy magic stuff like Veiled Moon.
- More disciplines, but more fancy magic stuff like Veiled Moon.
- Expanded disciplines.
- More classes.
- Cooler stuff.
- Useful stuff.
- None.
This kind of response always worries me.My headache medicine has a little "Ex" inscribed on the pill. It's not a brand name; it's an indicator that it works inside an Anti-Magic Field.
Blue text means sarcasm. Purple text means evil. White text is invisible.
My signature got too big for its britches. So now it's over here!
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2015-10-26, 12:11 PM (ISO 8601)
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- Oct 2012
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- In the Playground, duh.
Re: Initiators and You
No. If I want to play that type of character, I can play a Magus, Inquisitor, or Psychic Warrior to much the same effect. If I don't want to play that type of character, I get extremely aggravated when people try to convince me that it's a way of building a type of character that it's no good for and that any other attempt to build a character for that purpose is pointless.
Last edited by Jormengand; 2015-10-26 at 02:05 PM.
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2015-10-26, 12:37 PM (ISO 8601)
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- Aug 2012
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2015-10-26, 02:06 PM (ISO 8601)
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- Oct 2012
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- In the Playground, duh.
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2015-10-26, 02:57 PM (ISO 8601)
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- Aug 2010
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- Australia
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2015-10-26, 03:01 PM (ISO 8601)
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- Oct 2012
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- In the Playground, duh.
Re: Initiators and You
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2015-10-26, 03:41 PM (ISO 8601)
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- Aug 2012
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Re: Initiators and You
I play and enjoy initiators. The shortcomings, I think (in terms of path of War, at least), are over or under-tuned disciplines. Generally speaking the multi-attack disciplines are a bit overtuned (Thrashing Dragon, Broken Blade) are overtuned (Though Primal Fury is somewhat as well). On the other hand, some disciplines are undertuned, like IMO Scarlet Throne, which is largely single strikes with one-handed weapons, has boosts which don't easily stack (insight bonuses). Furthermore, it's stronger strikes key of sense motive, but is native to the Warlord which is encouraged to dump Wisdom somewhat (Cha to will saves), and Warder, which slightly superiorly has Wis as a 'neutral' stat.
Not particularly. I'd say that it's simpler than the vancian system. The main complicated element is selecting maneuvers known, at a level higher than 1, and that's more fiddly than difficult.
I think there's room for expanding the disciplines, at the moment there are a few long-running themes and maneuver lines, but there are also several Good/Bad option dichotomies which I think should use some competition, and some Discipline levels that just don't do very well (Scarlet Throne 6 isn't, I think a good maneuver level, compared to ST7, which has Ruby Battle Lord's Strike (Fantastic), Sanguine Proclamation (Pretty damn good) and Royal Blade (A fairly strong damage boost with a nasty save or suck rider). Furthermore, the dipsciplines taper off, most only having one 9th, two 8ths, and three 7ths, to my knowledge. And while you obviously get fewer higher level maneuvers, there aren't that many high level options within a discipline.Last edited by Sayt; 2015-10-26 at 03:43 PM.
Baruk Khazâd! Khazâd ai-mênu!
My Homebrew:Spoiler
The Clanhold Warden - Dwarf Racial Archetype for Dreamscarred Press' Warder
Glorious Thunder - The God's own wrath as a Paladin's ranged option.
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2015-10-26, 03:48 PM (ISO 8601)
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- Jan 2007
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Re: Initiators and You
I follow a general rule: better to ask and be told no than not to ask at all.
Shadeblight by KennyPyro
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2015-10-26, 03:55 PM (ISO 8601)
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Re: Initiators and You
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2015-10-26, 03:57 PM (ISO 8601)
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- Jan 2007
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Re: Initiators and You
I follow a general rule: better to ask and be told no than not to ask at all.
Shadeblight by KennyPyro
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2015-10-26, 04:05 PM (ISO 8601)
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- Aug 2012
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Re: Initiators and You
Baruk Khazâd! Khazâd ai-mênu!
My Homebrew:Spoiler
The Clanhold Warden - Dwarf Racial Archetype for Dreamscarred Press' Warder
Glorious Thunder - The God's own wrath as a Paladin's ranged option.
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2015-10-26, 04:22 PM (ISO 8601)
- Join Date
- May 2015
Re: Initiators and You
Yes, and I quite enjoy them. Shortcomings, depending on the build I feel they can be more complicated than some spellcasting classes. Wizards, you usually throw a Standard Action spell and its done, then maybe move, powerful effect on the battlefield. Initiators are usually layering effects and using every single action available, sometimes getting and using more actions. A typical round you may be using a Standard Action Strike, a Move Action, possible another actual Move, a Swift action Boost, and probably an Immediate action Counter. Any or all of these could have multiple effects that last a number of turns.
Then you have AOOs on others turns...
To me it is equivalent to a Druid or Cleric, maybe some Witches. Like those classes, Initiators seem to focus on damage AND buffs and/or debuffs with some utility. So, somewhat complicated, but no worse than existing classes. The only main difference is, unlike casters, the scenario I posited above comes online from pretty much level 1. Casters have to get Schism, Quicken Spell, and other hijinks that come online at mid+ level.
Probably none. Dreamscarred has covered so much that I cant think of a concept I cant build with Ultimate Psionics and PoW:Expanded.Last edited by mostholycerebus; 2015-10-26 at 04:27 PM.
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2015-10-26, 04:41 PM (ISO 8601)
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- Jul 2014
Re: Initiators and You
1. Yes, I have played an initiator class and they're quite popular in the games I've run. I don't think there any major shortcomings.
2. I think it's a very simple system.
3. I would like to see more niche disciplines, maybe one for flying races and one for mounted combat. I would also like to see half-initiator classes (my apologies if PoW already covers any of this because I only have a basic knowledge of PoW so far).Last edited by ComaVision; 2015-10-26 at 04:41 PM.
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2015-10-26, 04:50 PM (ISO 8601)
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2015-10-26, 04:56 PM (ISO 8601)
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Re: Initiators and You
Mounted discipline ended up getting scrapped, mostly because mounted combat is already really really strong. Flying races are unlikely because Gareth is on the veto board.
2/3 initiating archetypes are available in the PoW:E playtest thread for damn close to everyone who doesn't have 9th level spells/powers/is a MagusI follow a general rule: better to ask and be told no than not to ask at all.
Shadeblight by KennyPyro
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2015-10-26, 05:04 PM (ISO 8601)
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- Sep 2007
Re: Initiators and You
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2015-10-26, 05:05 PM (ISO 8601)
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- Jul 2014
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2015-10-26, 05:15 PM (ISO 8601)
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Re: Initiators and You
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2015-10-26, 05:21 PM (ISO 8601)
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- Nov 2008
Re: Initiators and You
I like initiator classes. I do not play initiator classes because my DM banned them after my first one.
Do you think the initiator system is overly complicated and difficult to use?
If yes, then in what ways is it flawed?
Accordingly, the obvious flaw is that level 1 strikes and stances do too much damage.
I didn't get into the 'overly complicated' part because that character was killed with prejudice at a low level, before getting any decent counters; playing with only one stance and a small maneuver library is fairly straightforward. However, I'd be more concerned about complexity if I were trying to loop maneuvers as a Warlord.
*I didn't go higher than 3d6+lots on that character. But a Black Seraph out of the box can go as high as 4d6+1d8 (+ 1.5*Str) using only level 1 maneuvers, enough to routinely one-shot most CR2 monsters.
Which of the following things would you like to see more of?Last edited by Bucky; 2015-10-26 at 05:46 PM.
The gnomes once had many mines, but now they have gnome ore.
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2015-10-26, 05:44 PM (ISO 8601)
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- Jul 2010
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Re: Initiators and You
If I am not playing a caster I will usually attempt to play one of these but that is hit and miss on this forum, they are generally my favourite classes to play.
As for short comings well like any system there are some rough patches, internal balance between disciplines (some are too good while others are alright) but for the most part the PoW team is doing a stellar job on working out the bugs.
Do you think the initiator system is overly complicated and difficult to use?
If yes, then in what ways is it flawed?
Which of the following things would you like to see more of?
- More disciplines.
- More disciplines, but none of that fancy magic stuff like Veiled Moon.
- More disciplines, but more fancy magic stuff like Veiled Moon.
- Expanded disciplines.
- More classes.
- Cooler stuff.
- Useful stuff.
- None.
Blarg...
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2015-10-26, 07:38 PM (ISO 8601)
- Join Date
- Sep 2008
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Re: Initiators and You
Fort the first time my GM somewhat reluctantly allowed the use of PoW for a Mummy's Mask campaign that started in April, that's currently level 13. We've had one character go straight warlord, with two other characters (Druid, Battle Oracle) taking dips in Stalker and Warlord, respectively. As the warlord player, it's easily the most fun martial character I've ever played. We're big fans and are eagerly awaiting Path of War: Expanded.
While we did choose to play PoW, the main issue our GM had was the perceived power level of Path of War compared to straight Pathfinder. This concern was somewhat justified with things like teleport (Fading Strike) and pounce (Raging Hunter Pounce) available as early as level 3. That said, after getting used to the novelty of a teleporting martial we found that the warlord was well matched with his main competition in melee, a Bladebound Kensai Magus. The Magus puts out slightly better numbers when he burns resources and generally has better utility, but the Warlord is still contributing greatly and is much more willing to engage with all his toys in each fight. It feels like the "sprinter v endurance runner" balance is just about where it should be.
While we were overall quite happy with the power level, we felt like there were some maneuvers that were problematic in one way or another. For example Frenzy Strike has the potential to make a truly ridiculous amount of attacks and feels wildly overpowered compared to other level 3 strikes. The various Penumbra maneuvers could use some more elaboration of how the illusion effects are intended to work.
Gambits is easily the best recovery option of the three initiator classes we've seen in play so far. It feels much more organic and fun than either the Warder or the Stalker options. The stalker option in particular feels a little strange. Generally speaking you want to get into position early on in the fight, which is when you'd have all your maneuvers ready. By the time you're running low on maneuvers odds are that you're in the thick of it, so spending a full round action moving and recovering but not attacking is less than ideal. We'd much prefer to see recovery mechanics such as Gambits and Soul Claiming (Soul Hunter archetype) in the future.
There are some powers that are only available to a select few or even a single discipline, and probably shouldn't be. An example of this is that while just about all disciplines have some kind of defensive counter, only Black Seraph and Silver Crane provide maneuver options to obtain flight - something most martial characters are extremely likely to need. It'd be nice if there was a little bit more overlap between disciplines for things as crucial as flying.
Finally, and this might be a pet peeve, but I'm not crazy about the advantages of dipping PoW classes at higher levels. In our game both the Battle Oracle and the Druid dipped a single level of PoW initiator classes around level 9 in order to pick up 3rd level maneuvers, but ignored the Strikes (that were very underwhelming compared to level 10 full attacks) and opted instead for Boosts and Counters to round out their action economy. PoW classes tend to give significantly higher rewards for dipping than most other classes, and the rewards grow the later in the game you dip.
Overall I think the system is elegant and not particularly complicated. One thing I will note however, is that the "replace a maneuver every even level" makes it unnecessarily complicated to make a high-level initiator class from scratch. As a GM I frequently rebuilt AP fighters and rogues into warlords and stalkers, and this was a constant issue. You have to build the character more or less level by level, adding and then replacing maneuvers every two levels. It's quite easy to screw this up and I've seen multiple PoW characters with illegal builds because the player accidentally screwed up replacing maneuvers. This mechanic could really do with some streamlining.
More Disciplines for sure. While I personally really like Veiled Moon, I think a lot of people look to PoW to make the "non-magical" martial so I can understand increased support for non-SU disciplines.
Expanded Disciplines would be interesting, but it's not quite as important to me. I like the idea that two warlords will play significantly differently depending on what disciplines they choose to specialize in.
More Classes - sure, why not?
Useful Stuff - while the Warlord has a host of incredibly useful abilities in combat, I sometimes feel that he has a harder time contributing outside of combat. Low-level utility stances like Eyes of the Crane and Running Hunter Stance are great for helping out even outside of combat, I'd love to see more like this.
I'd like to add one more thing that wasn't listed in the options - archetypes to incorporate PoW maneuvers into existing classes. We know there are already some in the pipeline, which is great! I hope to see one for every class Paizo has put out.Last edited by Kudaku; 2015-10-26 at 09:39 PM.
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2015-10-26, 09:08 PM (ISO 8601)
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Re: Initiators and You
I have played with ToB, but not with PoW, so answers will be accordingly.
I like Initiator classes as I like playing melee characters from time to time as well, but I am unhappy with the power-level difference between an Initiator warrior and a non-Initiator warrior. While I enjoy playing Initiators myself, I do feel that any Initiator warrior will outshine any non-Initiator warrior most of the time which can cause some difficulties if a party consists of regular classes and then one player rolls up an Initiator.
Do you think the initiator system is overly complicated and difficult to use?
If yes, then in what ways is it flawed?
Not overly complicated or difficult, but has its flaws that's for sure. Red Fel's point about ToB's lack of support and proper errata is also a good point.
Which of the following things would you like to see more of?
- More disciplines.
- More disciplines, but none of that fancy magic stuff like Veiled Moon.
- Expanded disciplines.
- Useful stuff.
Regarding differences in power-level: While casters are still more powerful than Initiators and non-Initiators, the Wizard or the Cleric's power-level is often more acceptable for players to deal with at the table, I've found. Some of it is because some players are just so used to the power of casters, they don't really second-guess it, or at least so I think. However, when playing say a Fighter, and someone rolls a Warblade, the Fighter might boast that he has more feats, but the Warblade will still out-perform the Fighter at almost every turn: better HP (d12 vs d10), can achieve better damage-output (super-easy with Initiators, I've found), can tank better (something as simple as Stone Bones can do the trick for that).
So I kinda feel that if everything should feel "fair" for the warriors, you either have to rule out ToB or make every warrior play an Initiator.
And yes, various other classes and builds can somewhat emulate the "magic" of Initiators (or Initiators emulate them?), like Duskblade, Magus, Psychic Warrior, various Gish-builds, etc, but it just doesn't feel right to compare them, imo, as those kind of characters still operate on limited amount of resources (spells and power-points), while Initiators can keep going all day. Not only because of their "once per encounter"-mechanics, but also because of the built-in mechanics of regaining maneuvers in combat. A Magus can do tons of damage with an Intensified Maximized Shocking Grasp, but he is limited to how often he can do it because of the Vancian-casting system. Psychic Warrior burns through Power Points like candy if he wants to really shine. The Initiator does his thing, then goes back to regaining his tricks right away.
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2015-10-27, 12:46 AM (ISO 8601)
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- Aug 2013
Re: Initiators and You
The Energizer Bunny aspect of Initiators is definitely a thing. But its not a simple one. Standard play allows for like 4 CR appropriate encounters a day, but many campaigns go above or below that. If your DM likes to throw really long days or gauntlets at you, the Initiator is going to shine. But on a short day they still can't match the full caster.