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2017-06-28, 08:40 PM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
This is a puzzling claim. Have you read the sniping rules? A Mummy (spot 8) literally cannot hope to observe a sniper with a hide of 51. Perhaps you are confused about how invisibility is useful? It allows you to reach a good sniping position with some natural cover or concealment.
This is an incomprehensible chain of reasoning to me. In natural settings it is often quite feasible to find some cover within LOS of a target. The nice thing about a sniper build is that patience works. Is the Pit Fiend going to avoid any locations with nearby cover forever? That's a disabling level of paranoia that will systematically prevent it from assigned tasks.
That is simply incorrect as Zanos points out. The duration becomes permanent and the effects of concentration are as per the spell description. Hence, it's quite possible to move, concentrate, move, concentrate, snipe, move, move, concentrate, etc...
Again, I really think you should read the sniping rules. It's not at all clear to me that you understand them. Are you assuming that no natural cover exists to ever snipe from? That certainly can exist in some settings, but it's nothing like the games I've played and seems deeply unrealistic.
It could only be done with a neutral 3rd party as I have no trust in your ability to either create a plausible setting or to execute the rules effectively. You've been verifiably wrong at least twice (asserting the Pit Fiend's caster level 18 Blasphemy would cripple a fighter 20 and misunderstanding how permanency detect magic works).Build help: Piercing Immunities | Skillfull full casters | Uptier base classes | Top 10 spells/level
PO: Core Fighter 20 > Pit Fiend | Whale Wrestler | Minimal Mailman | Wizard 1 > Fighter 1 | Team Mundane
TO: ExFighter | Eliminate spell defenses | All spells in no time | Planar Soldiers of Mystra | Best Nuke | Warmage vs. Favored Soul | Death Cults | E6 Circle Magic
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2017-06-28, 09:33 PM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
You do understand Economy of Actions, right?
What about a Wizard/Cleric/Rogue with +1/3 resources vs. Wizard/Cleric/Rogue/Fighter?
So a Rogue doesn't need gear to not suck?
So a Barbarian doesn't need gear to not suck?
So a Duskblade doesn't need gear to not suck?
Need I go on?
So we should ban the use of Wizards and Clerics because most character classes fall into Tier 3, clearly.
No, it doesn't. The reason to have a Fighter is because someone wants to play a Fighter. Full Stop. It's not the GM's job to tell players that the character they want to play "isn't good enough".
You didn't read what I wrote. If the goal of the game is to battle high level Devils, then the players are given a lot of build-up to that point so that their builds will end up good at beating high level Devils eventually.
Unless you're flat-out insisting that you can't have GM driven campaign goals and only the player's goals matter... Which doesn't work if you have players who just want their characters to "become powerful", "become heroes" or "go on adventures".
Or is that just adjusting encounters up because otherwise things are too easy for the Wizards?
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2017-06-29, 12:29 AM (ISO 8601)
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- Dec 2015
Re: Archers vs outsiders split from unfairly powerful monsters
But where are we drawing the line for "real gaming". Why is "I have a huge pile of permanency spells" Real Gaming but "I have a Candle of Invocation" not?
Sure. But Fighter actions are crap.
What about a Wizard/Cleric/Rogue with +1/3 resources vs. Wizard/Cleric/Rogue/Fighter?
So a Rogue doesn't need gear to not suck?
So a Barbarian doesn't need gear to not suck?
So a Duskblade doesn't need gear to not suck?
Need I go on?
So we should ban the use of Wizards and Clerics because most character classes fall into Tier 3, clearly.
The game is a social activity, and by joining a group you agree that you will sometimes not get all of what you want. If it is unacceptable to you to not play a Fighter, don't join the group that wants a character to play with their Dweomerkeeper, Incantatrix, and Planar Shepherd. If it is unacceptable to you to not play an Incantatrix, don't join the group that wants a character to play with their Fighter, Ranger, and Barbarian. If it is unacceptable to you to not play a Jedi, don't join the group playing a Weird West campaign. This is not complicated.
You didn't read what I wrote. If the goal of the game is to battle high level Devils, then the players are given a lot of build-up to that point so that their builds will end up good at beating high level Devils eventually.
Unless you're flat-out insisting that you can't have GM driven campaign goals and only the player's goals matter... Which doesn't work if you have players who just want their characters to "become powerful", "become heroes" or "go on adventures".
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2017-06-29, 01:14 AM (ISO 8601)
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- Nov 2006
Re: Archers vs outsiders split from unfairly powerful monsters
No one has ever contended that a Fighter is less present than nothingness. I mean, a single mirror image from a casting of mirror image is not "useless" by your definition. But I don't tell players they have the choice to play an equal part as the other players, and then make them play a single mirror image. If you have a bunch of a PC classes, implicitly, they are supposed to be equally as reasonable options. If one of them is objectively much worse, and doesn't manage to conform to the rules that are actually present for what a PC class should be balanced for, that's a problem.
From 7th on the three-person party is a level ahead. From 16th on they're two levels ahead. I'll take 9th level spells over a Fighter any day of the week.
You can have DM driven goals. But the DM isn't required to telegraph challenges in advance. You should be able to beat any EL 20 encounter at 20th level, regardless of whether it was foreshadowed or not. If you can't, either it is not EL 20 or you are not 20th level.thnx to Starwoof for the fine avatar
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2017-06-29, 04:31 AM (ISO 8601)
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- Sep 2010
Re: Archers vs outsiders split from unfairly powerful monsters
Again, yes I have, including the part where they reference the hide skill, which requires cover or concealment you don't have. Specifically "If you’ve already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a -20 penalty on your Hide check to conceal yourself after the shot."
Your contention that there is cover or concealment within 10ft of every enemy ever is silly. There isn't. The Pit Fiend can fly, he can be 30ft in the air, ensuring that there is no cover or concealment for you to be standing in when you shoot at him or his persistent images. And the moment your plan involves refreshing invisibility, you are literally speaking a word outloud.
Except that the rules don't say that anywhere, and that's wrong. They don't say that under Permanency, they don't say that under Detect Magic, they don't say that under the Magic Overview. I mean, you might as well just claim that Fighters can cast Shapechange at will if you are going to make up rules that don't exist.
EDIT: While we are talking about sniping rules, you get that no matter what you roll on a hide check they all see you right? Like, you make an attack, and during that time, every single mummy and morg and Pit Fiend can see you, and then you hide after that. And then, since they all know you are around, sniping them, they can all make readied actions to partially charge you as soon as you become visible again, and then when you snipe the second mummy, they all charge you and you can't even move, and you can't hide again, and then the Pit Fiend can fire off SLAs from behind total concealment with you having no way to even attack him until you kill all the morgs and mummies mobbing you. (Unless you are really really good at guessing one of hundreds of squares he might be in.)Last edited by Beheld; 2017-06-29 at 05:05 AM.
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2017-06-29, 04:37 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
Well, what _is_ CR? It´s a short-hand for the expected performance level both side of an encounter should bing to the table. Wading through the MM appendices, you´ll come to the conclusion that it´ll actually lead to concrete data which hp, AC, to hit, damages, saves, etc., are expected to be dealt with at each level.
The only way to "grow" in core D20 is by using items, which in turn is tied to WBL, which in turn is tied to the performance expectations set up by the CR system. Non-core, we see things like the Automatic Bonus Progression (PF), Vow of Poverty (3E) and the build-in progression into the basic character chart (4E), which all, including WBL, touch on how "growth" is handles.
So talk about how a class should be imagined and how that is actually supported by the underlying system is pretty off the mark.
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2017-06-29, 05:53 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
EDIT: While we are talking about sniping rules, you get that no matter what you roll on a hide check they all see you right? Like, you make an attack, and during that time, every single mummy and morg and Pit Fiend can see you, and then you hide after that. And then, since they all know you are around, sniping them, they can all make readied actions to partially charge you as soon as you become visible again, and then when you snipe the second mummy, they all charge you and you can't even move, and you can't hide again, and then the Pit Fiend can fire off SLAs from behind total concealment with you having no way to even attack him until you kill all the morgs and mummies mobbing you. (Unless you are really really good at guessing one of hundreds of squares he might be in.)thnx to Starwoof for the fine avatar
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2017-06-29, 06:10 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
Why within 10ft? You need to be at least 10ft away from the enemy you are trying to snipe.
FWIW Woodland Archer's Moving Sniper ability suggests that when you successfully hide when sniping, you avoid detection from an enemy. I'm sure the meaning can be argued, but I read it as you're not really revealed to everyone after the hit and before the hide - it's all part of the sniping (shoot+hide).
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2017-06-29, 06:43 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
Well within 10ft is of every enemy is being a little hyperbolic, but the issue here is that the handling has a move speed of 10ft, so he has to have cover or concealment relative to all enemies in his current location, then he makes the attack and moves 10ft to a new location that also has cover or concealment relative to all enemies. He can occasionally move 20ft when he wants to take a break from sniping, so he doesn't need 10ft of everything. But literally at any time the pit fiend can put up an image that blocks off far away cover from sight, and the fighter will be unable to continue to snipe morgs or illusions until he gets closer
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2017-06-29, 06:44 AM (ISO 8601)
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2017-06-29, 07:01 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
Indeed.
Beheld doesn't seem to understand how cover works. A 1 ft tall boulder provides cover. The boulder can 30', 100', or more away from the Mummy.
Beheld also doesn't understand how sniping works.Originally Posted by Hide
As far as Permanency Detect Magic, Permanency says:
Originally Posted by Permanency
W.r.t. Detect Magic, you do have a point although I don't think it's the one that you want to make Detect Magic says:
Originally Posted by Detect MagicBuild help: Piercing Immunities | Skillfull full casters | Uptier base classes | Top 10 spells/level
PO: Core Fighter 20 > Pit Fiend | Whale Wrestler | Minimal Mailman | Wizard 1 > Fighter 1 | Team Mundane
TO: ExFighter | Eliminate spell defenses | All spells in no time | Planar Soldiers of Mystra | Best Nuke | Warmage vs. Favored Soul | Death Cults | E6 Circle Magic
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2017-06-29, 07:05 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
Build help: Piercing Immunities | Skillfull full casters | Uptier base classes | Top 10 spells/level
PO: Core Fighter 20 > Pit Fiend | Whale Wrestler | Minimal Mailman | Wizard 1 > Fighter 1 | Team Mundane
TO: ExFighter | Eliminate spell defenses | All spells in no time | Planar Soldiers of Mystra | Best Nuke | Warmage vs. Favored Soul | Death Cults | E6 Circle Magic
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2017-06-29, 07:31 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
I find it cute that you think that, but no. Without permanency the spell literally requires your entire turn just to look at something. With it you're still using standard actions because you can explicitly only do it once per round which doesn't work with move actions because you can convert standards to moves. This is a 0th level spell and, no, it won't solve all your problems for you.
Most people see a half orc and and think barbarian warrior. Me on the other hand? I think secondary trap handler and magic item tester. Also I'm not allowed to trick the next level one wizard into starting a fist fight with a house cat no matter how annoying he is.
Yes I know it's sarcasm. It's a joke. Pale green is for snarking
Thread wins: 2
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2017-06-29, 07:56 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
Build help: Piercing Immunities | Skillfull full casters | Uptier base classes | Top 10 spells/level
PO: Core Fighter 20 > Pit Fiend | Whale Wrestler | Minimal Mailman | Wizard 1 > Fighter 1 | Team Mundane
TO: ExFighter | Eliminate spell defenses | All spells in no time | Planar Soldiers of Mystra | Best Nuke | Warmage vs. Favored Soul | Death Cults | E6 Circle Magic
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2017-06-29, 08:29 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
Most people see a half orc and and think barbarian warrior. Me on the other hand? I think secondary trap handler and magic item tester. Also I'm not allowed to trick the next level one wizard into starting a fist fight with a house cat no matter how annoying he is.
Yes I know it's sarcasm. It's a joke. Pale green is for snarking
Thread wins: 2
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2017-06-29, 09:26 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
While no one actually uses candles of invocation in real games, only someone who has never tried to buy permanencied spells in real games would ever actually contend that they are fairly plausible. Anyone who has actually tried would have quickly discovered how incredibly worthless they are, since they get auto dispelled by anything even vaguely approaching level appropriate.
Actually, it only gives cover if a line from your square passes through an object that provides cover. So you know, if the mummies don't line up in a nice long line, and the Pit Fiend is in the air, then you probably don't have cover with respect to all of them from many locations.
Or you know, you could quote the actual rules: "you can make one ranged attack, then immediately hide again. You take a -20 penalty on your Hide check to conceal yourself after the shot."
Which makes it clear that you are hiding again, after the shot, because you aren't hiding during the shot, they can see you.
Except that you declare studying to be a move action for no reason, this has always been my point. You can have a permanent detect magic, but it provides no benefits unless you spend standard actions, so you don't get automatic pings when illusions are nearby.
But while we are on the subject, you actually can't Permanency Detect Magic on your fighter at all. It's literally against the rules.
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2017-06-29, 09:46 AM (ISO 8601)
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2017-06-29, 09:49 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
Pretty sure you can turn personal buffs into occular spells to help this, but we're starting to get REAL specific for this fighter. It would also cost more of course.
Most people see a half orc and and think barbarian warrior. Me on the other hand? I think secondary trap handler and magic item tester. Also I'm not allowed to trick the next level one wizard into starting a fist fight with a house cat no matter how annoying he is.
Yes I know it's sarcasm. It's a joke. Pale green is for snarking
Thread wins: 2
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2017-06-29, 10:04 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
It has to do with the Permanency spell specifically calling out certain spells that you can only make permanent on yourself, versus those you can make permanent on others. But, let's face it: this hasn't been about whether or not a Fighter can hold its own in a long time. It's at the point that they're bashing the game system itself. So, grab some popcorn.
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2017-06-29, 10:07 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
Well that wouldn't even help in this circumstance, since the Permanency spell specifically says you can only make Detect Magic permanent on yourself. The only way around that would be to UMD a scroll of permanency himself or buy a Ring of Spell Storing. But the idea that you would put that much money and effort into a spell that gets dispelled the first time you fight something that is so low level you don't even get XP for it, is a little silly.
Wait, who's bashing the game system? The people who think that the game is really good without fighters, or the people who think the game is really good with fighters?Last edited by Beheld; 2017-06-29 at 10:08 AM.
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2017-06-29, 10:31 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
Most people see a half orc and and think barbarian warrior. Me on the other hand? I think secondary trap handler and magic item tester. Also I'm not allowed to trick the next level one wizard into starting a fist fight with a house cat no matter how annoying he is.
Yes I know it's sarcasm. It's a joke. Pale green is for snarking
Thread wins: 2
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2017-06-29, 10:42 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
Why Detect Magic and not Arcane Sight? It's more expensive, but a far better spell.
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2017-06-29, 10:52 AM (ISO 8601)
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2017-06-29, 10:54 AM (ISO 8601)
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2017-06-29, 11:00 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
Ok, it's probably good to be explicit when you are talking about house rules in this conversation. Anyways, I think we are in agreement that this:
Originally Posted by beheld
Whether or not detect magic only works with permanency is unclear to me and it does at least seem rules ambiguous as 'study' has no assigned action cost.Build help: Piercing Immunities | Skillfull full casters | Uptier base classes | Top 10 spells/level
PO: Core Fighter 20 > Pit Fiend | Whale Wrestler | Minimal Mailman | Wizard 1 > Fighter 1 | Team Mundane
TO: ExFighter | Eliminate spell defenses | All spells in no time | Planar Soldiers of Mystra | Best Nuke | Warmage vs. Favored Soul | Death Cults | E6 Circle Magic
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2017-06-29, 11:06 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
I double checked the rules for Permanency, the Fighter would have to cast the spell himself, he can't pay anyone to do it for him. Same for Arcane Sight.
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2017-06-29, 11:08 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters
There is a simple way to resolve this:
How about Beheld plays a PitFiend. Any other guy voluntarily plays the optimised fighter. Both get same prep time and full idea of each other's capabilities. Just decide on the WBL and the features allowed within the strict rules of Core.
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2017-06-29, 11:11 AM (ISO 8601)
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2017-06-29, 11:17 AM (ISO 8601)
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2017-06-29, 11:17 AM (ISO 8601)
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Re: Archers vs outsiders split from unfairly powerful monsters