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Old 08-13-2011, 03:10 PM   Top  -  End  -  #1
sonofzeal
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Default Minimal-Intervention balance fix (PEACH)

Premise
The best fix is one that involves minimal re-learning. Rather than rewrite classes or systems completely, small caveats are added that can be easily learned and/or ignored as any particular group finds necessary. These caveats may not fix every issue, but should serve to, in broad strokes, equalize some of the worst imbalances. This fix assumes the JaronK Tier System is accurate, and that it accurately identifies some of the key class disparities.



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Crafting (and other xp penalties)
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Flight
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Other (remove?)
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Old 08-13-2011, 04:25 PM   Top  -  End  -  #2
Shadow Lord
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Default Re: Minimal-Intervention fix

This is actually pretty cool, but how does it work in settings where Sorcerers are just people who are naturally attuned to magic?
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Old 08-13-2011, 04:35 PM   Top  -  End  -  #3
sonofzeal
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Default Re: Minimal-Intervention fix

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Originally Posted by Shadow Lord View Post
This is actually pretty cool, but how does it work in settings where Sorcerers are just people who are naturally attuned to magic?
It merely requires that the Sorcerer be beholden to... something. There are various ways that could be fluffed. Say... certain creatures have a deep attunement to the Weave (or local equivalent) which has given them power over people with such a strong attunement for magic. Wizards would be much less affected, because they control their own attunement much more carefully. Sorcerers, lacking that kind of finesse, are at the mercy of creatures who can manipulate that bond. It doesn't require a heritage, just a special vulnerability.

Or leave it out entirely. As Tier 2 casters, it's more just included for completeness sake, so that the Big Four all have something. Without that, Sorcs become the clear pick over Wizards. They still might be as any creature type the Wizard lacks Gnosis in becomes a similar liability, but it keeps up appearances. But as said in the preamble, the intent was to make these changes small and modular, so you could discard any one that doesn't fit your campaign.
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Old 08-13-2011, 06:49 PM   Top  -  End  -  #4
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Default Re: Minimal-Intervention fix

Streamlined the format for ease of reading. Added Flight, Psionics, Crafting (and Artificers by extension), and Archivists. Added a bonus against Divination to the bonus feats.
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Old 08-13-2011, 09:31 PM   Top  -  End  -  #5
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Default Re: Minimal-Intervention fix

Your 'fix' will only work in a super heavy storytelling game where the characters don't fight or even do much other then talk.

For both the clerics and druids you take away all their 'might', if they say walk across the street without approval. This will get very old, very fast in most games: "The trolls attack! And as the trolls are not part of your holy quest cleric Sue you don't get sanction..ahahahahaaa!''

If you really want to do it, you should at least broaden the 'sanction' to include 'doing the deities' will. For example, if you worship a god of sailing then you should get full sanction on a ship and along a shore line, as well as any time protecting or helping sailors and so forth.

But the wizard check is just silly...to roll or randomly forget how to use your spells...

Why can't a sorcerer effect dragons? Not all sorcerer blood is from dragons. And it's a bit of a silly limit that they can't effect 'one' creature. You might want to at least make this 'outsiders' or something.

And a psionicist having problems with 'mind resistant' creatures...even with non mind powers is silly. So a psion needs to use more power to use a power on a skeleton?
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Old 08-13-2011, 09:49 PM   Top  -  End  -  #6
sonofzeal
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Default Re: Minimal-Intervention fix

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Originally Posted by Gamer Girl View Post
Your 'fix' will only work in a super heavy storytelling game where the characters don't fight or even do much other then talk.

For both the clerics and druids you take away all their 'might', if they say walk across the street without approval. This will get very old, very fast in most games: "The trolls attack! And as the trolls are not part of your holy quest cleric Sue you don't get sanction..ahahahahaaa!''

If you really want to do it, you should at least broaden the 'sanction' to include 'doing the deities' will. For example, if you worship a god of sailing then you should get full sanction on a ship and along a shore line, as well as any time protecting or helping sailors and so forth.
I've been voluntarily playing with the Sanction rules on my current Cleric for the past... uh, year now? It's not that bad; a Cleric without Sanction plays a little like a Paladin. I still get Divine Favour and Bull's Strength, and some healing magic. I'm just not going all Divine Power / Righteous Might... unless it's a special occasion, in which I kick major amounts of arse.

And you know what? That's fun. I can keep up with the party the rest of the time, my AC's good and with Divine Favour up I can do alright in combat. I'm functioning more at a high Tier 4 level - I can heal a little, buff a little, fight a little, and use a few utility spells if necessary. Adept's Tier 4, but I have better proficiencies, saves, HP, and BAB... and arguably a better spell list too. I get by.

And then, once every five sessions or so, I get to go nuclear. Visage of the Deity, Righteous Might, Divine Power, holy energy streaming off in all directions, massive beatdowns, massive heals, all sorts of awesomeness. I get to lay down the almighty wrath of the gods, for one fight, and that feels amazing.

It's fun to hit limit-breaks, to pull out the stops occasionally. If I'm doing it every fight it's not special, there's no shock-and-awe to it. This way, I'm a mortal member of the clergy 90% of the time, and an avatar of deific vengeance 10% of the time, and that makes for a brilliant scene.

And even then, I'm only actually kicking the amount of arse a Cleric is expected to be kicking most of the time. It just feels more special.

My experience says it's fun, and balanced. If a normal Cleric is T1 and Adept's a T4, I'm around a mid-to-low T3. And you know what? I think that's a good thing.



(Druid, by contrast, comes off even better since they've still got Animal Companion and Wildshape to keep them happy even if they were totally without spellcasting. Adept spellslots really doesn't hold them back that much at all, it just delays Bite of the WereX for special occasions.)
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Old 08-13-2011, 10:10 PM   Top  -  End  -  #7
SheepInDisguise
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Default Re: Minimal-Intervention balance fix (PEACH)

are clerics limited to the spell list of an adept too? becaus if you werent you could just prepare all the super awesome stuff without needing sanction.
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Old 08-13-2011, 10:12 PM   Top  -  End  -  #8
sonofzeal
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Default Re: Minimal-Intervention balance fix (PEACH)

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Originally Posted by SheepInDisguise View Post
are clerics limited to the spell list of an adept too? becaus if you werent you could just prepare all the super awesome stuff without needing sanction.
Clerics still cast off their normal list, yes. Nothing I wrote should change that. It's just spells-per-day that are limited.
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Old 08-13-2011, 10:12 PM   Top  -  End  -  #9
SamBurke
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Default Re: Minimal-Intervention balance fix (PEACH)

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are clerics limited to the spell list of an adept too? becaus if you werent you could just prepare all the super awesome stuff without needing sanction.
You would, but you wouldn't get the spells per day. I think this would also restrict your "Give up spell slot for _______" ability, though I'm not sure.

Basically, even more hoarding. The Adept (NPC Caster Class) Spell Progression is preeeeetty slow.
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Old 08-14-2011, 01:44 AM   Top  -  End  -  #10
sonofzeal
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Default Re: Minimal-Intervention balance fix (PEACH)

Added fixes for most of the Tier 5 classes.
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Old 08-14-2011, 09:06 AM   Top  -  End  -  #11
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Default Re: Minimal-Intervention balance fix (PEACH)

-Sanction is definitely a good idea, both thematically and balance-wise (since even on a sanctioned mission, fights against random encounters won't get sanction), although you need to figure out what it means to have variable spells/day within a single day. You still probably want something to block out the clericzilla, as he doesn't really need all that many spells.
-Druids still need something more, as they don't need all that many spells to be overpowered (just a few overpowered buffs for them in Wildshape and their companion.)
-Gnosis doesn't really help all that much, as for equal-CR enemies a wizard can easily have a nearly certain chance of making the check.
-Beholden really doesn't make that much difference without a heavy DM hand (generally a bad thing).
-Psionic resistance is an interesting idea, but doesn't really make that much sense to me thematically, and I'm not sure how effective it'd be without heavy DM intervention.
-The monk fixes mostly look good, especially the restoration of abundant step. Wraithstrike is a bit iffy, though, as it weakens the lower tiers a lot more than the upper tiers. Perhaps something equivalent but allowing them to ignore concealment and deflection bonuses instead...
Also, you probably want to give them some way to prevent the wizard from flying out of reach and then dispelling any attempt to use a magic item to fly.
-Soulknife looks nice.
-The flight change looks nice.
-The bonus stuff under "other" looks nice.
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Old 08-14-2011, 09:40 AM   Top  -  End  -  #12
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Default Re: Minimal-Intervention balance fix (PEACH)

Quote:
Originally Posted by sonofzeal View Post
Premise
The best fix is one that involves minimal re-learning. Rather than rewrite classes or systems completely, small caveats are added that can be easily learned and/or ignored as any particular group finds necessary. These caveats may not fix every issue, but should serve to, in broad strokes, equalize some of the worst imbalances.
I wholeheartedly endorse this premise. Homebrew intended for community use is best and most admirable when it is measured and targeted carefully. 'Brew that's easy to learn and remember is better than 'brew that's complex and laborious. A well-considered change is one that is carefully designed to minimize collateral impact and the risk of unintended consequences.

I would second Yitzi's concern that fragile flight might unintentionally aid casters:
  • Any caster that can fly can also dispel.
  • Character who can't fly through a spell usually also can't dispel, and rely on items to fly.
  • Items that grant flight tend to have low caster level.
  • Thus, full casters will find it easier to dispel item-based flight while item-users will not gain a corresponding advantage.
  • The arrow of grounding, while a good start, fails to level the playing field; it is an expensive and unreliable delivery method for the grounding effect.

EDIT: As alternative, or perhaps as a supplement, perhaps spells that grant a fly speed ought to be learned at one level higher than their current spell level, and monsters with an innate fly speed should receive a +1 CR across the board when considering which monsters are appropriate opponents and rewarding experience. This ensures that flight "costs more", and that flying opponents show up later in the game, when characters have more options for dealing with them. Flying monsters would also be slightly less potent for their CR than at present.
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Old 08-14-2011, 09:46 AM   Top  -  End  -  #13
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Default Re: Minimal-Intervention balance fix (PEACH)

I also agree with the idea of a minimalist fix. The conversion between xp cost and gold seems somewhat flawed (yes, I know it was in the core rules, that doesn't mean it works.)

The gold gained at each level increases exponentially, while xp gained at each level only increases linearly. As such, a linear conversion between xp and gold will result in insignificant amounts of gold. I'd suggest something along the lines of "10% of the xp you gain during this level becomes 10% of the gold you would gain during this level."
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Old 08-14-2011, 12:14 PM   Top  -  End  -  #14
sonofzeal
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Default Re: Minimal-Intervention balance fix (PEACH)

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Originally Posted by Yitzi View Post
-Sanction is definitely a good idea, both thematically and balance-wise (since even on a sanctioned mission, fights against random encounters won't get sanction), although you need to figure out what it means to have variable spells/day within a single day. You still probably want something to block out the clericzilla, as he doesn't really need all that many spells.
Fix'd.

Quote:
-Druids still need something more, as they don't need all that many spells to be overpowered (just a few overpowered buffs for them in Wildshape and their companion.)
Any suggestions? You're right though - while Clerics without Sanction drop to high Tier 4, Druids only drop to mid Tier 3. Blocking Wildshape without Sanction seems too much though. Maybe reduce the HD of forms by 2 or something?

Quote:
-Gnosis doesn't really help all that much, as for equal-CR enemies a wizard can easily have a nearly certain chance of making the check.
Hmm, let me see...

There are something like 16 creature types. Even with the skill point boost, that means a Grey Elven Wizard with 20 starting Int can only max out ranks in
9 of them, and it's much more likely to be closer to 7 or 8. This means, to cover their bases, we're looking at approximately half ranks in each. So at level 11, assuming a Headband of Int +4 and 16 starting int boosted twice by levels, the Wizard would have a Gnosis of about 7ranks + 7int = 14. That leaves him a 30% chance of failure against even-CR enemies.

For a lvl 19 Wizard with 30 Int, the Gnosis is about 21-23, so we're still around a 30% chance of failure without any special boosts.

What do you think, is 30% chance of failure not enough? It's certainly not as harsh as Cleric, and certainly doesn't capture quite the same dynamic that I'm going for of meandering along until the kiddie gloves can come off. At very least, maybe I should take out those 2 bonus skillpoints....

Quote:
-Beholden really doesn't make that much difference without a heavy DM hand (generally a bad thing).
-Psionic resistance is an interesting idea, but doesn't really make that much sense to me thematically, and I'm not sure how effective it'd be without heavy DM intervention.
They're Tier 2, they're not intended to be significant nerfs. I added a line to the Psi Resistance thing attempting to justify it with a little technobabble. If you have any suggestions, I'm all ears.


Quote:
-The monk fixes mostly look good, especially the restoration of abundant step. Wraithstrike is a bit iffy, though, as it weakens the lower tiers a lot more than the upper tiers. Perhaps something equivalent but allowing them to ignore concealment and deflection bonuses instead...
Monks are probably getting "Pierce Magical Concealment" already since they don't care about CL.

...oh! But what about negating FoM on their grapples?

Quote:
Also, you probably want to give them some way to prevent the wizard from flying out of reach and then dispelling any attempt to use a magic item to fly.
Hmm, true. I mean, the goal is that anybody taking to the air is just asking to get knocked straight out of it. It seems the most straightforward way to preserve the current flight mechanic while making it less attractive. Any suggestions on getting that dynamic?

What if Flight spells had an x% chance of failure any given turn? More precisely, what if Flying was a skill like Swimming, and failure meant falling for that turn (with a DC 15 check the next turn to recover if you're still in the air)?

Quote:
-Soulknife looks nice.
-The flight change looks nice.
-The bonus stuff under "other" looks nice.
Thanks!
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Old 08-14-2011, 12:28 PM   Top  -  End  -  #15
jiriku
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Default Re: Minimal-Intervention balance fix (PEACH)

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Originally Posted by sonofzeal View Post
what if Flying was a skill like Swimming, and failure meant falling for that turn (with a DC 15 check the next turn to recover if you're still in the air)?
Flight as a skill a la Climb and Swim makes sense, but imposing a skill check per flyer per turn slows gameplay significantly. Also, the check would need to be fairly easy to prevent birds from falling out of the sky, which means it would become irrelevant for high-level play with considerable skill investment. Animals would also need a racial fly bonus, which the druid could pick up via wildshape to get +win to the checks. Although, flight-granting items could grant a bonus to Fly checks, which would neatly address the fact that mundane characters can ill afford to spend points on yet another skill (and wouldn't have Fly as a class skill in all likelihood anyhow).

Challenging.
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Old 08-14-2011, 12:35 PM   Top  -  End  -  #16
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Flight as a skill a la Climb and Swim makes sense, but imposing a skill check per flyer per turn slows gameplay significantly. Also, the check would need to be fairly easy to prevent birds from falling out of the sky, which means it would become irrelevant for high-level play with considerable skill investment. Animals would also need a racial fly bonus, which the druid could pick up via wildshape to get +win to the checks. Although, flight-granting items could grant a bonus to Fly checks, which would neatly address the fact that mundane characters can ill afford to spend points on yet another skill (and wouldn't have Fly as a class skill in all likelihood anyhow).

Challenging.
That was my thought too, yes. Birds would gain "+8 and can take 10" like aquatic things do for swimming. And yes, that means that Polymorph now becomes the best flight spell in the game. Still, even if it's just a Levitating Wizard who has to roll anything but a 1, there's still a 5% chance of falling and that's a deterrent as a regular tactic. It doesn't solve the problem, but limiting flight to polymorph-type effects at least reduces the utility, especially since Wizards at least can't cast spells while in exotic forms. No hands for somatic, can't say words for vocal, no pouch for material, sad Wizard.

Druids are laughing, but we'll figure something out for them later...
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Old 08-14-2011, 01:12 PM   Top  -  End  -  #17
Quellian-dyrae
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Default Re: Minimal-Intervention balance fix (PEACH)

The wizard rule seems weird to me, for a couple of reasons. The first is that it means you're basically hard-banning all non-combat spells of 6th level or higher for wizards, since they can't get Gnossis unless they have an enemy. It also just seems weird how knowing about their enemy somehow allows them to cast spells. I could see if maybe enemies who they don't have Gnossis against get significant bonuses against their spells or something as they don't know how to properly deal with its defenses...but even that's kind of odd.

Would it make more sense to say they're limited to the Adept chart except with spells of their specialty school? That would move them a bit closer to the Beguiler and Dread Necromancer in terms of power (although Conjuration and Transmutation would still be really strong).

The psion one also has some weirdness to it. In addition to the above-mentioned point about skeletons...does it apply when they use powers that affect objects or areas? It seems a bit odd that those would be just inherently harder to use.

For flight, what you could do is say that any damage dealt to a flying creature causes it to fall, say, 5' per point of damage dealt, or something, and that a flying creature with any damage automatically loses like 1/3 its Fly speed in altitude each round. That would make it pretty hard to maintain altitude in the face of a ranged attack.
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Old 08-14-2011, 01:15 PM   Top  -  End  -  #18
jiriku
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Default Re: Minimal-Intervention balance fix (PEACH)

Hmmm....


Table: Fly skill check DCs
ActionDC
Fight while airborne5
Remain airborne when injured10 + damage dealt
Level out of a stall20
Hover25
Checked by wind+5
Knocked down by wind+10
Blown away by wind+20

???


Quote:
Originally Posted by Quellian-dyrae View Post
Would it make more sense to say they're limited to the Adept chart except with spells of their specialty school? That would move them a bit closer to the Beguiler and Dread Necromancer in terms of power (although Conjuration and Transmutation would still be really strong).
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Old 08-14-2011, 01:44 PM   Top  -  End  -  #19
sonofzeal
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Default Re: Minimal-Intervention balance fix (PEACH)

Changes to Wizard, Monk, Druid, and the Flight mechanic are added! What about Archivist, though?
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Old 08-14-2011, 05:55 PM   Top  -  End  -  #20
Yitzi
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Default Re: Minimal-Intervention balance fix (PEACH)

Quote:
Originally Posted by sonofzeal View Post
Any suggestions? You're right though - while Clerics without Sanction drop to high Tier 4, Druids only drop to mid Tier 3. Blocking Wildshape without Sanction seems too much though. Maybe reduce the HD of forms by 2 or something?
Maybe force him to spend spell levels to wildshape when he doesn't have sanction.

Quote:
There are something like 16 creature types.
Ah, I thought it was like Knowledge, in that a single skill covers several types.

Quote:
They're Tier 2, they're not intended to be significant nerfs. I added a line to the Psi Resistance thing attempting to justify it with a little technobabble. If you have any suggestions, I'm all ears.
Something I came up with for my game, it's an extreme depowerment (since psionics are meant to be supplementary there) and more for flavor than power, but look at it and pick and choose what you like:
-No such thing as psionic items.
-No psionic/magic transparency.
-No damaging psychokinesis powers; psychokinesis is just for TK and the like (and so is actually more similar to Transmutation than Evocation)
-Clairsentience is particularly hard to get, and is stripped of the offensive powers
-Psychometabolism powers are personal only
-Teleportation-type psychoportation is kept, movement-type is moved to psychokinesis, everything else is stripped.
-Telepathy allows Mental Resistance, a special pseudo-save:
When targeted by a hostile power (any power that allows a save, as well as Microcosm) from the telepathy discipline, a character or monster is entitled to a Mental Resistance check. The modifier for this check is the target’s Charisma modifier, plus any special bonuses that apply specifically to will saves (such as the morale bonus from a barbarian’s rage or the benefit of the Iron Will feat) or that apply specifically against enchantment effects (such as an elf’s racial bonus or the bonus from the Still Mind monk class ability). If the power allows a will save when first manifested, a single die roll is used for both the save and the Mental Resistance check; otherwise, a d20 is rolled for the check.
The Mental Resistance check is opposed by the caster’s charisma check or (for psionic wizards only) intelligence check (use whichever ability score is higher.) If the target wins the opposed roll, the power is negated entirely. If the target’s roll beats the caster’s roll by 10 or more, or the target is affected by the Reddopsi power (and wins the opposed roll), the target automatically manifests the power on the original caster (this “reflected” power allows saves normally but does not allow a Mental Resistance check.) The target’s charisma score is considered its key ability score for the “reflected” power, and it may increase the manifester level to its HD and/or augment the power up to a total pp cost equal to its HD.
If someone is affected by a telepathy power and is afterward entitled to a new save, they are also entitled to a new Mental Resistance check to negate the power, but cannot “reflect” it with the new check. Even if the new save would merely reduce the effect of the power (such as the save against Mind Probe), a successful Mental Resistance check ends the power entirely.
-No metacreativity at all.

Quote:
Monks are probably getting "Pierce Magical Concealment" already since they don't care about CL.
Ah, that makes sense.

Quote:
Hmm, true. I mean, the goal is that anybody taking to the air is just asking to get knocked straight out of it. It seems the most straightforward way to preserve the current flight mechanic while making it less attractive. Any suggestions on getting that dynamic?
Other than making it easy to dispel, and making archery more effective, not really.
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Old 08-14-2011, 07:15 PM   Top  -  End  -  #21
Lord_Gareth
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Default Re: Minimal-Intervention balance fix (PEACH)

Why the hell does the Mage Slayer line reduce Initiator levels when all the initiation classes get is as a non-optional bonus?
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Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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Old 08-14-2011, 07:45 PM   Top  -  End  -  #22
sonofzeal
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Default Re: Minimal-Intervention balance fix (PEACH)

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Why the hell does the Mage Slayer line reduce Initiator levels when all the initiation classes get is as a non-optional bonus?
Sorry? I think some words got jumbled there.

Nobody gets it as a "non-optional". It's an option open to any character, but anyone can refuse it if they want to. As to the rest - "balance". Initiators all get other methods of dealing with those things. They're already T3.



I'm thinking of taking that whole section out though. T1 has been nerfed enough for it to no longer be necessary.
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Old 08-14-2011, 10:58 PM   Top  -  End  -  #23
sonofzeal
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Default Re: Minimal-Intervention balance fix (PEACH)

Ninjas now get Light Armor.

"Other" section has been retooled for simplicity and nerfitude; Tier 1's have been knocked off their high horse far enough I think. I left just enough to point people in the direction of those two feats, but don't actually hand them out everywhere as that makes Mage Armor and Displacement worthless spells. This way, Pierces will be easier but not ubiquitous.
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Old 08-15-2011, 11:26 AM   Top  -  End  -  #24
~Corvus~
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Default Re: Minimal-Intervention balance fix (PEACH)

...did i not post in here, or was my post removed?? =/
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Old 08-15-2011, 12:52 PM   Top  -  End  -  #25
sonofzeal
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...did i not post in here, or was my post removed?? =/
I never saw it, and I've been checking fairly regularly.
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Old 05-14-2012, 11:39 AM   Top  -  End  -  #26
Roguenewb
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Default Re: Minimal-Intervention balance fix (PEACH)

I like it a lot. Archivist still needs something though.... How about...no free spells for spellbook?

Oops, accidental thread necro.

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Old 06-12-2012, 08:31 AM   Top  -  End  -  #27
Fineous Orlon
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Default Re: Minimal-Intervention balance fix (PEACH)

Less than a month since the last post, and I was directed here in another thread, so, I hope this is not Raise Thread.

I love minimalist fixes, in fact, even more minimal than suggested in the OP....

The Archivist seems a lot like a divine, prepared spell Bard. So, give the Archivist a Bard's spells per day [maybe work out a logical progression after 6th level spells], and cut the extra damage skill check to d4s instead of d6s.
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Old 06-12-2012, 08:42 AM   Top  -  End  -  #28
Eldan
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Default Re: Minimal-Intervention balance fix (PEACH)

The wizard still has the basic problem that some spells break the game all on their own. At the very least, I would impose some restrictions on summoning and shapeshifting spells, which are often the worst offenders.

Similarly, schools are pretty unbalanced amongst each other. I'd consider doing something about Transmutation (which has buffs, offensive and utility spells) and Conjuration. Moving blasty conjurations to evocation would probably be a good start.
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Old 06-12-2012, 09:00 AM   Top  -  End  -  #29
Fruchtkracher
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Default Re: Minimal-Intervention balance fix (PEACH)

Quote:
Originally Posted by sonofzeal View Post
Sorcerers:
...
In return, unlike the other restrictions on full casters, this ability allows the Favoured Soul to apply their full power outside of combat without requiring the approval of an organization.

looks like a copy/paste error
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Old 06-12-2012, 09:31 AM   Top  -  End  -  #30
Deepbluediver
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Default Re: Minimal-Intervention balance fix (PEACH)

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The wizard still has the basic problem that some spells break the game all on their own. At the very least, I would impose some restrictions on summoning and shapeshifting spells, which are often the worst offenders.
Yeah, I agree with this.

While I certainly see the appeal of a simple pick-up-and-play style fix; this doesn't really remove the nukes from the game, it just makes them a little harder to use and puts a lot of pressue on the DM to determine when they are or are not in play.

If you are trying to keep it super simple, I would look at altering the fundamental way that magic works, mechanically. Every attack or use of a skill has to make a roll, with some chance of failure. Even my level 20 barbarian is supposed to make an attack roll to smash apart a chest, while the wizard can warp the very fabric of reality just by declaring it so.

The core feature of my own magic fix was that every spell requires a roll in order to cast succesfully. I added in considerable detail, but it would be possible, I think, to keep it fairly straightforward.
Something like: every time you want to cast a spell, you need to suceed on a casting-stat check, DC at 10 + twice the spell's level. A roll of 20 means the spell automatically overcomes spell resistance and doesn't allow saves, a roll of 1 means the spells blows up in your face, dealing 1d4 per spell-level untyped magic damage to the caster. A spell with any number between 2 and 19 that doesn't pass the DC just doesn't work, costing you your action (like a missed melee attack).

I think something like that isn't hard to learn, shouldn't slow down gameplay much, and yet would make it harder for "Gandalf the 20th level summoner" to overshadow the fighter and monk by calling up a horde of celestials every 5 minutes to do his bidding.
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