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2018-05-22, 09:32 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
I concur with ColorBlindNinja's assessment. Uberchargers are a problem, but a single feat is not to blame. Ideally, I would like to nerf the combo back to sanity while buffing other combat options.
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2018-05-22, 10:39 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
Elezen Dark Knight avatar by Linklele
Favourite classes: Beguiler, Scout, Warblade, 3.5 Warlock, Harbinger (PF:PoW).
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2018-05-22, 11:23 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
Players already are incentived to kill enemies before they attack. Shocktrooper just means that melee characters can hit for extra damage without missing.
EDIT: Also, why are we complaining about Shocktrooper when charging builds are one of the martials best answer to dealing massive amounts of damage? Without it, they fall even farther behind than they already are.Last edited by ColorBlindNinja; 2018-05-22 at 11:25 AM.
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2018-05-22, 11:54 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
In regards to #1: Does not affect the wizard. Hurts all other casters, which aren't Int-based. In particular the bard, who is supposed to be a skill-monkey. Also, effectively you give 9 + Int to martials, but with 3 fixed skills. The inversion is enormous, since this does make casters dependent on spells which circumvent or improve skills or they can't participate in skills that much (except for wizard).
#1 and #2: Multiclassing is a thing. What happens if you cross the streams? Do you get access to the benefits? Do you lose them? Does it only depend on the respective levels?
#4: PF2 is going to grant this kind of access, too. But why do you require these prereqs at all, if everyone can take it? As it is, since wizard doesn't have UMD, a wizard needs level 5 to reach that limit. Which makes ironically the iconic item crafter worse than mundanes.Avatar made by Mehangel - "Neigh?"
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2018-05-22, 11:58 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
double damage on leap attack is fine as printed when it was only considered to affect a single strike, the pounce combo with it broke uberchargers damage wise. whereas shocktrooper broke uberchargers to-hit wise by shunting the penalty from to-hit to AC.
the "massive" numbers that uberchargers put out are due to this feat combo nearly alone. without the penalty to attack that power attack generated in the first place then dumping as much as possible to the point of even reducing to negative AC doesn't much matter (easier to hit than a die roll) since you kill almost everything in one shot + 30 damage from PA lvl 20 dumping all BaB 2H weapon but almost no miss change since to-hit is not harmed.
whereas leap attack/pounce doubles the power attack damage. even just a greatsword (2d6) + 30 Str (+10) + 10 PA (15) *2 + 5 weapon = 2d6 + 45 Per hit @ lvl 10 with only a -10 to hit. with shock trooper that adds an extra 15 damage to every hit with -0 to-hit bringing it up to 2d6+ 60 but everything has a much higher chance of hitting; @ lvl 20 its 2d6 + 90. hell for -2 to hit you could add a number of odd weapons for TWF (tail blade/ armor spikes/ ) ect to add about 1d3-4 + 5 Str dmg from Leap attack for only -2 to-hit if considered light or -4 if the extra weapon is considered 1handed (1d4-8 +10 Str + PA damage: x2) then all the two weapon fighting iteratives.
i am pretty sure that the tail blades are considered 1H weapons due to the fact they are 3.0 medium sized weapons (and if you look at the PHBs the 3.0 medium weapon list was straight converted to 1H weapons) and it would only take 1 feat to get a tail (if you picked a dragonblood race, 2 if not) and 1 more for EWP (tail blade/club). that would net you an extra weapon to use for TWF that is 1H and can make use of PA. so 1d8 + 30 STR (5 damage) + 20 *2 PA. for a total of -4 -4 of regular and tail weapon attacks. then it only depends on how many extra attacks you get from TWF line. should be easy as a fighter to spend some of those.
silverbrow human Kensai Variant fighter (tail blade[get WP tail blade free]) (each fighter feat (Fx is offset by 1 as normal for uberchager build F4 is ECL 5 for example)
1: Dragon Tail
H: TWF
F1: tail blade expert (+1 attack/ damage +1 @5, 10, 15, 20)
Lion totem barb @ lvl 2 (can now full attack on charge with greatsword and tail blade)
F2: Power attack
3: Improved Bull Rush
F4: Leap Attack
6: shocktrooper
F6: Imp TWF
F8:
9:
F10: Greater TWF
12:
F12:
F14:
15:
F16:
18:
F18:
as you can see like normal the fighter has a lot of open slots left but @ lvl 20 (assuming 30 STR) has 4 greatsword attacks dealing 2d6 + 90 @-4 to-hit and 3 tail club attacks dealing 1d8+ 50 @ +1 to hit (iterative negatives applied as they go). totals are 8D6 + 360 & 3d8 +150. so about an additional 1/3 damage. then there is all the OTHER feat slots to deal with weapon focus/ spec/ect. (& 2 more feats if playing with flaws)
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2018-05-22, 12:02 PM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
Elezen Dark Knight avatar by Linklele
Favourite classes: Beguiler, Scout, Warblade, 3.5 Warlock, Harbinger (PF:PoW).
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2018-05-22, 12:12 PM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
Uberchargers are a bad game design. They're some of the most binary characters in the game. Either they can charge you (in which case you die) or they can't charge you (in which case they do nothing). The fact that they are the best martial build is exactly why I view all solutions that aspire to bring the Wizard down to the level of the Fighter as fundamentally wrongheaded. That said, if you are going to remove the ubercharger (which, to be clear, you should), you can't replace it with nothing. But you should replace it with things like Tome of Battle, where martial characters have dynamic-ish sets of options.
I think the weakness of the Bard is a big deal. A Core Bard is an anemic waste of space that doesn't have any core competency in which he is level appropriate. It just happens that Bards got enough buffs from splats that people forgot how bad they were to begin with, and even then they don't play as a Jack of All Trades type -- Bardblades are melee/buffs, DFI are straight buffs, Sublime Chords are straight magic, and so on.
Finally, I think including a free scaling magic weapon (or armour, or amulet of mighty fists, or whatever) in class would be useful for granting more utility, as then they can use their WBL for a bunch of things.
This is covering a lot of ground in very little detail. What is "the obvious stuff"? What needs to be banned? What do the fixes look like?
Make battlefield control easier to resist.
Write less unwieldy rules for ability damage.
Add a robust parrying mechanic.
None of these do enough to be meaningful if you get one feat every three levels. You (by which I mean "the game") need(s) to decide whether feats are a minor bonus that is nice to have or unlocks a novel technique (most feats) or are character transforming powerups (as is suggested by the slowness with which you get feats, and also things like DMM or Natural Spell). Asking for people to pay the same price for Weapon Focus and Energy Substitution as Lord of the Uttercold and Greenbound Summoning is insane. You either need to commit to "feats are minor flavor buffs", in which case people should get one a level or more, or "feats are big and character defining", in which case people should be taking things like the Races of War Combat Feats.
This is a fairly general problem with 3e. Many things are not so much horribly imbalanced as operating wholly or partially at several different power levels. This gives you the opportunity to pick any of the power levels, depending on your preference, but it leaves the rules as they exist in an imbalanced state.
"Have you heard the good word of Spheres of Power?"
I think anything that causes people to not have to think about the grapple rules is an unalloyed good.
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2018-05-22, 12:15 PM (ISO 8601)
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2018-05-22, 08:03 PM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
This is covering a lot of ground in very little detail. What is "the obvious stuff"? What needs to be banned? What do the fixes look like?
Battlefield control is already fairly easy to resist, martials just don't have those resistances.
Ability damage is terrible and breaks the game.
I don't think combat needs more die rolls to be resolved.
None of these do enough to be meaningful if you get one feat every three levels.
Asking for people to pay the same price for Weapon Focus and Energy Substitution as Lord of the Uttercold and Greenbound Summoning is insane.
I think anything that causes people to not have to think about the grapple rules is an unalloyed good.
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2018-05-23, 01:06 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
I hear a lot of grief about grappling (it was even one of the big advertisements for 4th edition), but isn't the function of grappling at the table fairly straight forward, despite the rules being fairly large? I've seen it become kind of a mess at the table because people start to look it up, but it's essentially just all about opposed grapple checks or escape artist if you want to evade it. The rules aren't even very specific (for instance, how do you free someone who is being grappled by someone else?), but at the table, it can be essentially narrowed down to "okay, roll me a grapple check to see if you succeed".
And I don't think anyone is confused about what weapons they can use in a grapple.
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2018-05-23, 03:48 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
Avatar made by Mehangel - "Neigh?"
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2018-05-23, 04:24 AM (ISO 8601)
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2018-05-23, 04:52 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
Like or dislike doesn't factor in being hypocritical. Fact is, both approaches have the same solution - "use different rules".
Being produced by WotC is making rules automatically really great, everything else is so bad you can just ignore it? If that would be true, then the core classes wouldn't be so imbalanced in the first place. And people wouldn't be willing to recommend SoP/SoM so readily.Avatar made by Mehangel - "Neigh?"
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2018-05-23, 06:59 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
I can't speak on Cosi's behalf with regards to this, but I think you are misrepresenting the argument here. He doesn't make any value statement with regards to using different rules. He just simply offers his own and dismisses another. That doesn't mean he's being hypocritical at all. That's just dismissing his viewpoint without trying to understand where he comes from.
People recommend SoP/SoM because they have played with it and find it great for their games. But this isn't an universal opinion of those rules. Everybody is entitled to their own opinions on them.
Also, I'm not saying "because WotC made them, the rules are automatically better". That's putting words in my mouth. Official products carry clout. That's the only difference. SoP/SoM is no better than homebrew content and fact is every homebrew content works really well for the tables that make them and they work for the games they are made with in mind. SoP/SoM simply has a goal to be better managed than most homebrew content, but they lack that clout that any official printed book has. And there is no way around that for them.
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2018-05-23, 07:34 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
My point there was to suggest that since there exist counters, it is easier and safer to provide broader access to those counters rather than add new ones. In particular, adding new counters that work for anyone has the potential to screw up encounter balance. Lots of monsters (e.g. giant vermin) exist in the space of big dumb bruisers and are supposed to be beaten by BFC, or otherwise negating their ability to melee. If you make it possible for big dumb bruisers to avoid being crowd controlled, those monsters become a lot more dangerous. Therefore, I think a solution that makes Fighters not be big dumb bruisers is preferable to one which makes big dumb bruiser a more effective thing to be.
Well, I did imply I don't like the current system. :-) I don't have finished rules for this. I think that in some cases ability damage could be a partial substitute for one-shot save-or-die spells.
Eh. Feats every other level are probably a good thing, but the difference is three feats over twenty levels — significant, but not a game-changer.
Greenbound Summoning is insane, and Weapon Focus is useless. I think there's a reasonable middle ground. Power Attack, Rapid Shot, Karmic Strike — there's quality stuff out there.
That comment (like the one about the grapple rules) was meant largely in jest. People who support Spheres of Power tend to be fairly aggressive in their advocacy for using it (to the point that I've seen at least one poster explicitly request not to have it recommended as a solution). It's worth noting in this context that I've suggested a bunch of things which aren't Tome of Battle.
What possible solution to "the rules are bad" that isn't "use different rules" exists? Also, rulesets have strengths and weaknesses and can be evaluated on that basis. I personally think Spheres of Power is a bad ruleset that works towards a solution I don't like (making casters more mechanically focused on a few abilities), and it's off topic for this thread.
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2018-05-23, 08:37 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
...isn't the function of grappling at the table fairly straight forward, despite the rules being fairly large?
My point there was to suggest that since there exist counters, it is easier and safer to provide broader access to those counters rather than add new ones. In particular, adding new counters that work for anyone has the potential to screw up encounter balance. Lots of monsters (e.g. giant vermin) exist in the space of big dumb bruisers and are supposed to be beaten by BFC, or otherwise negating their ability to melee. If you make it possible for big dumb bruisers to avoid being crowd controlled, those monsters become a lot more dangerous. Therefore, I think a solution that makes Fighters not be big dumb bruisers is preferable to one which makes big dumb bruiser a more effective thing to be.
I meant feats every level.
If I'm expected to be taking Spontaneous Summoner or Wolverine's Rage as a feat, I should be getting a huge pile of feats. ... I think Greenbound Summoning is at or close to the correct power level if you get one feat every three levels.
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2018-05-23, 04:14 PM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
I think if you are not rewriting the system, whatever requires you to make less changes (and in particular, to add less new interactions) is better.
I admit that's not a suggestion I've often heard.
These are all feats for spellcasters, and they span the range from "broken" to "okay" without occupying the center of "good". So this hard for me to evaluate in the context of martial characters. Are there any martial feats that you would consider to be at an appropriate power level? What would a Greenbound-Summoning-level martial feat even look like?
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2018-05-23, 04:48 PM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
I'm not a fan of the Races of War feats. I think that if you want to give a character a bunch of different abilities, there's no need to group them into feats that do a bunch of different things.
Take the first one on the list, Blind Fighting. The first two abilities are a sort of fixed version of the original Blind-Fight feat. (As it happens, it's almost identical to a skill trick in the system I'm working on.) Then, at sixth level, you get the capstone -- I approve, although myself I just make this another skill trick. Then, at level 11, you get a slightly longer-range ability that doesn't work on flying enemies. Finally, at level 16 you get slightly-better Uncanny Dodge.
Then look at Blitz, the next one on the list. It gives you two alternate combat options right away, but while the mechanics are different they're doing the same thing in principle. At level 6, you get a great ability. At 11, you get another new option, tied to the Intimidate skill. At 16, you get an ability you needed ten levels ago (and that I would give away for free anyway).
Combat Looting is useless unless you're a grappler rogue or something. Combat School is just plain broken.
Overall, the Races of War feats look like one or maybe two good ideas with a bunch of random filler. They just don't seem to hold together; they're too fiddly for the benefits. Obviously, your mileage may vary.Last edited by BassoonHero; 2018-05-23 at 04:49 PM.
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2018-05-23, 10:19 PM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
First off, I appreciate you having an actually serious go at this difficult challenge, Cosi. And for trying to maintain a focus on both what needs changing and how to change it with a minimum of work. IMO, over the years there have been too many threads and posts simply whining about more or less relevant related issues without offering solutions, and too many suggesting solutions which require far too massive and laborious changes to be anywhere near practical for most people.
Disclaimer: It's been nearly a decade since I last played 3.5, so please bear with if I don't remember certain details correctly and take my comments with a grain of salt. That said, I do believe I'm sufficiently up to speed when it comes to PF, and I think the general C/MD problem exists in PF in pretty much the same way as it does in 3.5 (and with some minor tweaks the solutions suggested should be applicable to PF as well).
I'm not sure I agree with the extent of caster nerfing you believe to be the minimum required, nor with your last claim about wizard being better designed than fighter.
With regards to the minimum nerfing required, I believe there are quite a few spells - besides those most obvious higher level ones - which aren't necessarily nearly as unbalanced, but nevertheless have a very high risk of becoming disruptive and bad for the game at the level when they're first made accessible. Examples include freedom of movement, dimension door, polymorph, teleportation and similar, many spells offering effect immunity or the ability to flat-out ignore a target's immunity, and most SoD/SoL spells (sleep is awful game design). That is, even in game where "mundanes" have similar abilities, some of these spells remain "I win" buttons with boring binary effects similar to the overkill caused by a successful charge by an optimized übercharger, while others frequently require the DM puts in a ton of tedious additional prep work simply to prevent major interesting challenges from being easily bypassed.
While I agree it wouldn't be practical to change all of these high-risk spells, I believe at least the most problematic ones should be addressed. How do you intend to do that, and if not, why not?
Regarding whether the wizard is better designed than fighter, I believe that's entirely dependent on the game they're supposed to be in. So I think it would be far more accurate to say the fighter is very poorly designed for a game including the wizard, and vice versa. Which in itself says quite a lot about how great the C/MD is.
ToB gestalt and the scaling Races of War feats will certainly up the power floor of martials and add plenty of combat versatility. But I still fail to see how these suggestions are enough to allow martials to take on new combat roles, much less perform them at a level comparable to that of a wizard. That is, martials will generally still crowd the single-target "striker" niche, at least while also meeting the "make an effective character quickly and cleanly" goal. To make their combat versatility and effectiveness comparable to that of a wizard, martials must actually have comparable options, many of which simply doesn't exist for martials. I mean, Races of War feats (like Command) and ToB maneuvers are still far from able to grant control power on a level comparable to that of a BFC/summoning focused conjurer, nor do these options allow a martial to take on any combat focus/role to the extent their damage output can be ignored as completely as full casters built for the same role can.
In short, I don't see how martials are supposed to be as effective and versatile in combat as casters without supporting abilities as strong as those casters have. How do you intend to address this issue?
I'm not a fan of the Weapons of Legacy idea, as I believe it would require too much customization work in order to transform the relevant benefits into suitable class options, and/or would further increase magic item dependency in both mechanics and flavor. IIRC Artificer Infusions could work for out of combat/utility stuff, though I don't really remember whether they could also give enough of a boost to martial combat related things like melee reach, AoOs/round and opposed Str checks. The Factotum Gestalt might be the easiest to just slap on, but it wouldn't exactly make building a martial less complex, and the casting feels like giving up on finding a more elegant solution not dependent on spells IMO.
Hmm... One possible option may be stealing the PF Summoner's eidolon evolutions along with a fitting pool of evolution points. Evos are fantastically fun and flavorful IMO, and can greatly improve versatility both in and outside of combat (see my Wrathblood homebrew bloodrager archetype for an example of this now tried and tested in several different games and groups). It's definitely not a suitable general solution for all martials, but it may very well be one possible option for certain martial character concepts instead of say Artificer Infusions.
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2018-05-24, 02:01 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
Yeah, I have to say I agree with this. They don't exactly come off as quality material, many of them merely offering a somewhat vague conceptual idea with what I'd best describe as place-holder mechanics, having a lot of gaping holes and providing poorly balanced benefits seemingly chosen almost randomly (or possibly in order to suit the needs of specific PCs in the creators' games). As written, I wouldn't recommend using any of them except possibly the two or three most finished and well-designed ones.
Are there no good alternatives? Maybe homebrew feats similar to these PF ones (which are great, but few applicable to 3.5), but perhaps providing a bit more drastic and scaling benefits?
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2018-05-25, 08:08 AM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
I disagree that those abilities are thematically unlinked. To me, that looks like a group of abilities that are very clearly evocative of a concept that is basically Daredevil.
Then look at Blitz, the next one on the list. It gives you two alternate combat options right away, but while the mechanics are different they're doing the same thing in principle. At level 6, you get a great ability. At 11, you get another new option, tied to the Intimidate skill. At 16, you get an ability you needed ten levels ago (and that I would give away for free anyway).
Combat Looting is useless unless you're a grappler rogue or something. Combat School is just plain broken.
Incidentally, that link cuts off partway through the combat feats. The full sourcebook (with the full list of feats) is here.
freedom of movement: I could certainly see an argument for nerfing the immunity spells, but I think that in general they provide a valuable service by preventing the game from falling into "I do my one thing" ad infinitum. If some enemies are immune to grappling/illusions/death effects/whatever, characters can't just be one trick ponies, which is desirable.
dimension door: This spell seems totally fine to me, and I have never seen complaints about it previously.
polymorph: I agree that this spell needs to be nerfed. It should probably be replaced with a choice from a menu of buffs and a disguise.
teleportation: I have seen lots of complaints about this, but I think they are fundamentally misguided. The effect of teleportation isn't to skip encounters, it is to allow the party to only participate in encounters they want to participate in. If you are observing players using teleport to skip to the end of your adventures, that probably means that you have written an adventure whose only interesting encounter is at the end. Generally, I think most complaints about "I win" buttons and encounter bypassing come from DMs who are Dming badly. I can go into more detail if you would like.
SoD/SoL: I think Save or Dies have advantages (4e pretty clearly demonstrated the flaws of a combat system where there's no quick way to end a fight), but I could see arguments for nerfing them. If I were redesigning the system entirely, I would probably require that targets be at half HP or lower to be vulnerable to spells that take them out of the fight. As is, I don't think the negative impact of these spells is enough to justify sweeping changes.
Regarding whether the wizard is better designed than fighter, I believe that's entirely dependent on the game they're supposed to be in. So I think it would be far more accurate to say the fighter is very poorly designed for a game including the wizard, and vice versa. Which in itself says quite a lot about how great the C/MD is.
ToB gestalt and the scaling Races of War feats will certainly up the power floor of martials and add plenty of combat versatility. But I still fail to see how these suggestions are enough to allow martials to take on new combat roles, much less perform them at a level comparable to that of a wizard.
I'm not a fan of the Weapons of Legacy idea, as I believe it would require too much customization work in order to transform the relevant benefits into suitable class options, and/or would further increase magic item dependency in both mechanics and flavor.
IIRC Artificer Infusions could work for out of combat/utility stuff, though I don't really remember whether they could also give enough of a boost to martial combat related things like melee reach, AoOs/round and opposed Str checks.
The Factotum Gestalt might be the easiest to just slap on, but it wouldn't exactly make building a martial less complex, and the casting feels like giving up on finding a more elegant solution not dependent on spells IMO.
Hmm... One possible option may be stealing the PF Summoner's eidolon evolutions along with a fitting pool of evolution points. Evos are fantastically fun and flavorful IMO, and can greatly improve versatility both in and outside of combat (see my Wrathblood homebrew bloodrager archetype for an example of this now tried and tested in several different games and groups). It's definitely not a suitable general solution for all martials, but it may very well be one possible option for certain martial character concepts instead of say Artificer Infusions.
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2018-05-25, 03:07 PM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
I disagree that those abilities are thematically unlinked. To me, that looks like a group of abilities that are very clearly evocative of a concept that is basically Daredevil.
Again, I think "free Intimidate" matches pretty well to "reckless aggression".
'm not really sure what you think is broken about Combat School. ... Dazing on your attacks doesn't seem much more deadly than dropping a stinking cloud on a fight.
If some enemies are immune to grappling/illusions/death effects/whatever, characters can't just be one trick ponies, which is desirable.
There's a common pattern in 3.5 where an offensive option is powerful and difficult to resist via ordinary means, but is utterly nullified by a silver bullet (freedom of movement, true seeing, death ward, mind blank). The typical result is that access to the silver bullet is [considered mandatory at higher levels](http://www.giantitp.com/forums/showt...ry-Magic-Items). The end result is that the offensive ability is either overpowered or ineffective depending on the players' access to answers. This is uninteractive, and it's a significant contributor to the "rocket tag" of high-level combat.
Adding insult to injury, it's almost always easier and cheaper for spellcasters to acquire the necessary immunities. This subproblem can be addressed by granting martial characters broader access to those immunities, but to me this looks like adding epicycles. The underlying dynamic needs to change. In some cases, the offensive abilities can be powered down. This is basically the save-or-die problem, and it's a whole other discussion.
In other cases, I prefer to come up with mundane resistances, like using Athletics to charge through solid fog. This is fundamentally interactive in a way that buying freedom of movement is not. From the martial character's perspective, it feels a lot more awesome than spending 12,000 gp and a swift action to ignore the effect. And it's a way to differentiate characters -- the wizard uses a spell, the barbarian brute-forces it, and the rogue (perhaps) dives out of the way before the fog solidifies. A subtle benefit of this example implementation is that the action economy slightly favors the non-casters: the Athletics check can be made as part of regular movement, whereas casting a spell or activating an item takes an action of some kind.
Once you stop including balance in your game design assessment, it becomes very difficult for me to imagine anyone looking at the Fighter as well designed. The Fighter ... isn't a class. It's a citation to a bunch of rules shared by all the classes.
Regarding items, I think that a significant part of a system upgrade should be reducing the number of boring magic items that characters have. Numerical bonuses for ability scores, weapons and armor, and so on should be baked into character advancement.
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2018-05-25, 03:42 PM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
I almost always play some sort of spellcaster, but 4th edition actually made martial characters enjoyable to play. Outside of planning out your overall build, there isn't a lot of decision making involved in playing a martial character in 3.5. Your attacks are simple and straightforward, which can become boring if it's the one thing your character is built to do. 4E giving martial characters a variety of different maneuvers that can push or pull enemies into strategically advantageous positions, inflict status effects, or allow them to to take a blow for a nearby ally makes them a lot more interesting to play.
Martials would still be outshined by casters if you let them pick up abilities like that in 3.5, but it would add a lot of extra utility to them and make them more appealing if for no other reason than a bit of extra fun factor.Last edited by Vaern; 2018-05-25 at 03:42 PM.
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2018-05-25, 05:24 PM (ISO 8601)
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Re: Balancing Casters by Buffing Martials
(I've been posting this rant a lot in these threads, because I think it's a good one.)
Originally Posted by Frank Trollman (Plugging his homebrew)
(For a good laugh, find Gary Gygax's effort to stat up Conan the Barbarian for AD&D - he had to break ALL THE RULES to do it, as Conan is just too _competent_ to be a Fighter. He also gave Conan psionic powers. )Last edited by Arbane; 2018-05-25 at 05:25 PM.
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2018-05-25, 05:54 PM (ISO 8601)
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- Virgo Supercluster
- Gender
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2018-05-25, 06:35 PM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Poland
- Gender
Re: Balancing Casters by Buffing Martials
Conan's big problem in 3.x D&D is the system's insistence that if a non-magical character can tie their own shoelaces outside of combat, they're a rogue or ranger, not a fighter or any other "warrior" type.
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
Interested in the Nexus FFRP setting? See our Discord server.
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2018-05-25, 06:45 PM (ISO 8601)
- Join Date
- Mar 2016
- Gender
Re: Balancing Casters by Buffing Martials
4th edition basically EVERYONE is a caster with a re-skinning of their abilities.
also loved that rant because it is too true. my group is basically having this same problem right new WE ARE IN GOD DAMN E6 AND THEY ARE BITCHING I'M TOO POWERFUL @ lvl 3!!! i diluted my character concept to fit all the roles we are missing; trapfinding, out of combat healing, magic damage, magic identification, trap/ lock disabling, AC/ miss chance melee as a character with 11 HP, ranged combat, scouting, stealth. hell the only things i don't cover are BFC cause i ran out of spells availible and track because 3 of my 7 man group are F&#* RANGERS, 2 Fighters, and a guy who changes character every other game! in order to reach everything we needed i am M.A.D., those not great feats/traits, and dumped a buch of my skill points in cross class skills. i have an AC of 20 with 20-50% miss chance (if i use hide its 50% but that takes part of a move action), i do 1d6/lvl with kelgores acid bolt as my only damage spell, 1d8 with my blade, and thats it for damage.
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2018-05-25, 07:10 PM (ISO 8601)
- Join Date
- Mar 2017
- Location
- Virgo Supercluster
- Gender
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2018-05-25, 07:18 PM (ISO 8601)
- Join Date
- Sep 2011
Re: Balancing Casters by Buffing Martials
Disregard fighters.
They lack mechanical depth.
Play casters.Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
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2018-05-25, 07:30 PM (ISO 8601)
- Join Date
- Nov 2011
Re: Balancing Casters by Buffing Martials
was trying to follow the conversation; but the link to the races of war stuff isn't working. is it workin for other people?
A neat custom class for 3.5 system
http://www.giantitp.com/forums/showthread.php?t=94616
A good set of benchmarks for PF/3.5
https://rpgwillikers.wordpress.com/2...y-the-numbers/
An alternate craft point system I made for 3.5
http://www.giantitp.com/forums/showt...t-Point-system