Mid/High Level Play (Splitoff from Complete Divine)
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Guest [Unregistered]
19:40:10 Mon
May 17 2004
Mid/High Level Play (Splitoff from Complete Divine)
"CR doesn't work well, LA doesn't work well, wealth per level doesn't work well, mid- to high-level doesn't work well...there's no end to the list, at least none that I've seen."
CR is a bit on the weak side. Makes most combats too easy in most instances. Not a game-breaking problem, just add a CR or two at higher levels.
On the flipside, Dragons typically have too weak of CR's, and adding one or two tends to balance that out.
OK, no major problem here. Moving on.
Wealth per level doesn't work well. Hhhmm... Can't say as I had much problem with this, as wealth per level is more of a 'guideline' than a hard and fast rule. Can't say much here.
Mid-to-high level doesn't work well how? Too much stuff to keep track of? PC's to powerful? Monsters too powerful? Game doesn't make sense?

"This assessment rides on a pair of assumptions, however: a) your game is going epic, b) your DM will provide Spheres of Annihilation."
Yes, I figured that if I mentioned Epic, that would mandatorily imply the game was going Epic in the first place and that if it wasn't then that whole line was unncessary. So I'm guessing the first assumption was pretty obvious. As for the latter---you're in Epic. Chances are, if the DM hasn't already run you past a couple, you can easily access high-level magics that let you track them down. Not too difficult, especially since it gives some nice hooks for the DM to base adventures around. So the drawback is, in fact, more of an advantage. Next.

"I have to disagree with your assessment of the cleric's usual job."
That's cool. You're free to disagree. But if you don't believe that the Cleric's primary job is to allow the PC's to go through more than one or two encounters of a CR equal to or slightly higher than themselves per day, well, I'd like to know what campaign you're playing in. Low level or high, the only thing that usually keeps a party going is the guy who can patch them up again after the dice have had their way with them.

"The golden ideal, after all, is supposed to be balanced -- any class or combination of classes should have the same level of power an usefulness as any other class or combination at any level. "
This is completely and totally bogus. How can you possibly compare, say, an equal level Fighter and Rogue, and claim that they should have the same level of usefulness? A Rogue can get you where you need to go, keep the traps from perforating you, schmooze with the underworld, scout with near perfection, and pick off the pests in the back row who generally don't know what hit them since they were more concerned with the tank. Yet if you stand them toe-to-toe against a prepared foe, the Fighter will turn the enemy into lunchmeat in a third of the time, assuming the Rogue can even survive that long. How is this 'equal power and usefulness' when the Fighter is good in a straight-up fight and the Rogue is good pretty much every OTHER time.
Any other class or combination? So a Fighter 4, Barbarian 1, Sorcerer 3, Cleric 2, Wizard 5, Bard 3, Ranger 2 should be as useful or powerful as a Wizard 20 or a Cleric 20, etc? Um, ok...

"This ideal is violated when one class is given a set of abilities, then also can buy other classes' abilities at a relatively cheap cost. Stepping on another class' toes just isn't cool."
Hmm.. Wizard or Sorcerer? :wink:
The Spontaneous Healing is good since it allows a group to go without a Cleric and still deal. SH allows the Druid or other divine type to do a bit of the cleric's schtick so that they might improve their own abilities. Having your druid load up with 90% healing spells just because there is no cleric is not a disadvantage or slam to the cleric, nor is it stealing his class abilities. What it is doing is stealing the class abilities of the DRUID because a certain character class that the game was designed on the assumption that said class would be in the party is, in fact, not in the party. Thus, the Druid's abilities are being reduced because of it. Now there's a way to correct this. Not perfectly, but well enough that the Cleric isn't a mandatory character anymore. As far as I see it, that can only be an improvement on the game.

" just can't agree, though, that any of that material is overwhelmingly useful."
Well, you probably think that about CW as well. No problem, I'm not hurt by your view, I happen to like the book. It takes a lot of the old splatbook stuff that was broken, fixes it, and incorporates some nice stuff that improves on the versatility of the original classes as much as it adds new classes. Again, that's all good stuff to me. I have some minor complaints (Arcane Strike only affects melee now, so my old Arcane Archer is hosed, but 3.5 castrated the AA anyway), but nothing severe.

Zherog
19:47:03 Mon
May 17 2004
Re: Complete Divine
Quote: The Guest known as Madr'a'mann at 19:40:10 Mon May 17 2004

Any other class or combination? So a Fighter 4, Barbarian 1, Sorcerer 3, Cleric 2, Wizard 5, Bard 3, Ranger 2


:freakedout: The XP penalties are mind boggling!

:tongue:

MrWaeseL
20:02:23 Mon
May 17 2004
Re: Complete Divine
Is it possible to get a 100% xp penalty? Or is it "20% of the remaining"?

And on CD: I'll get back to you on that in about a month :wink:

And what does it have in stead of tactical feats and new weapons?

Guest [Unregistered]
20:15:40 Mon
May 17 2004
Re: Complete Divine
"And what does it have in stead of tactical feats and new weapons?"
Instead of tactical feats it has these things called Faith Feats that use a Faith Point system.
New weapons? Well, new magic item types called "Relics", or perhaps just "New Spells".

DracoNova
02:42:16 Tue
May 18 2004
Re: Complete Divine
Quote: Madr'a'mann

Wealth per level doesn't work well. Hhhmm... Can't say as I had much problem with this, as wealth per level is more of a 'guideline' than a hard and fast rule. Can't say much here.


There's a thread on that active in the Gaming Den, which can be found here.

A quick summary: The CR system includes in it the assumption that character wealth plays a part in determining how tough a character is, and therefore there should be fairly solid guidelines regarding how much wealth a character should accumulate by a given level. If the DM is too stingy, or plays too fast-and-loose with things like Mordenkainen's Disjunction or similar effects that damage magical items, the PCs may have difficulties taking on creatures of their CR. If the DM is too generous, then PCs will need creatures of higher CRs to give them a challenge.

Quote: Madr'a'mann

Mid-to-high level doesn't work well how? Too much stuff to keep track of? PC's to powerful? Monsters too powerful? Game doesn't make sense?


Any semblance of balance goes out the window. Clerics get access to spells like Divine Power, allowing them to fight as well (or better) than fighter-types. Druids get Wild Shape, which can be massively powerful if used intelligently. Rogues get special abilties as well as high damage bonuses from sneak attack (which gets easier to use, if the rogue is built well). Sorcerers and Wizards start getting access to save-or-die spells, which reduces both combat duration and the usefulness of standard combat techniques (a fighter just doesn't have a lot to do if the party wizard is turning all of the bad guys into turtles). Barbarians, Fighters, Paladins, and Rangers...don't get much of anything new, and certainly not anything that can keep up with the other aforementioned classes. Yes, I didn't mention Bards and Monks -- they're screwed from level 1.

Quote: Madr'a'mann

So I'm guessing the first assumption was pretty obvious.


I think you missed my point. I was stating that your argument worked only for a game going Epic. That is not even close to an assumption that can be made for most games. If yours is, fine, but Epic is the exception, not the rule. Therefore, judgements probably should be made based on pre-epic usefulness. Besides, the argument that the problems pre-epic aren't problems, because everything (might) work out in Epic just doesn't fly -- the promise of Epic power doesn't make up for the first 20 levels of uselessness.

Quote: Madr'a'mann

As for the latter---you're in Epic. Chances are, if the DM hasn't already run you past a couple, you can easily access high-level magics that let you track them down.


This is flat-out a false assumption. It is totally within the DM's power to choose not to throw one in to his game, regardless of what powers PCs may or may not have. The DM decides what flies in his game and what doesn't. Not the players. Therefore, again, characters that are dependant on items that they may or may not encounter don't work, because it is far too easy for a DM to screw such a character.

Quote: Madr'a'mann

But if you don't believe that the Cleric's primary job is to allow the PC's to go through more than one or two encounters of a CR equal to or slightly higher than themselves per day, well, I'd like to know what campaign you're playing in.


The jobs aren't mutually exclusive -- that's why I'm still hesitant about Spontaneous Healer. The focus for clerics, however, has simply shifted. While they can heal, clerics are able and expected to be powerful combatants, as well. Therefore, my assessment is correct -- it is not correct to say that the cleric's "usual job" is healing, as the cleric now does much more than that.

Quote: Madr'a'mann

This is completely and totally bogus. How can you possibly compare, say, an equal level Fighter and Rogue, and claim that they should have the same level of usefulness?


You must be kidding. Simply put -- if the Fighter and Rogue do not have the same level of usefulness at any given level (which they don't in the D&D ruleset), then there is more reason to be one and less to be the other. This creates difficulties, making some character builds more or less survivable/enjoyable than others, and ultimately limits the creative choices open to players. I really shouldn't have to explain why this is bad -- it really should be amazingly obvious.

Quote: Madr'a'mann

How is this 'equal power and usefulness' when the Fighter is good in a straight-up fight and the Rogue is good pretty much every OTHER time.


You've hit upon the class balance problem. Look back at my original post -- I used the term "ideal" for a reason. That's how things should be. It's just generally not a good thing for classes to have such disparity in areas of and opportunities for usefulness. Things should be balanced, but they're not. That's why I've been making these arguments...

Quote: Madr'a'mann

Any other class or combination? So a Fighter 4, Barbarian 1, Sorcerer 3, Cleric 2, Wizard 5, Bard 3, Ranger 2 should be as useful or powerful as a Wizard 20 or a Cleric 20, etc? Um, ok...


In a word, yes. The Wizard 20s and Cleric 20s should be better Wizards and Clerics, but if the massively multiclassed monstrosity you've proposed can't put together something more or less equivalent to (but not necessarily the same as) the usefulness of the single-classed variations. Otherwise, the game mechanics simply stomp all over the creativity of the player who wants to run such a character, and that's a bad thing. This is elementary game design, here...

Quote: Madr'a'mann

Having your druid load up with 90% healing spells just because there is no cleric is not a disadvantage or slam to the cleric, nor is it stealing his class abilities.


This works if and only if you have a druid, but no cleric in a party. If the party has both (which I've seen happen), it's a different story. Which one would you rather play, for example -- the druid with Spontaneous Healing or a cleric? If you're answering one over the other with any solid certainty beyond your own tastes, then there's a game balance issue.

(Edit: Mods, feel free to split this into a new topic. This is getting a little off of what the original thread was supposed to be addressing...

Medesha
03:52:26 Tue
May 18 2004
Re: Complete Divine
Happy to oblige, Draco. :medesha2:

Essence
01:51:13 Wed
May 19 2004
Re: Complete Divine
Quote: Draco

Which one would you rather play, for example -- the druid with Spontaneous Healing or a cleric? If you're answering one over the other with any solid certainty beyond your own tastes, then there's a game balance issue.


I don't think there's a game balance issue. Really, the question boils down to "which broken mechanic would you rather use, Divine Power or Wild Shape?" -- and neither is inherently superior to the other. Allowing Druids spontaneous healing just gives them the opportunity to use their spells in a sub-standard manner, and who cares?



DracoNova
02:32:51 Wed
May 19 2004
Re: Mid/High Level Play (Splitoff from Complete Divine)
Quote: Essence

Really, the question boils down to "which broken mechanic would you rather use, Divine Power or Wild Shape?" -- and neither is inherently superior to the other.


I'm not sure about this... I know I've seen a good deal of druid cheese using Wild Shape -- a lot of it, depending on DM interpretation, pretty amazing stuff. Even without considering the questionable arguments related to the druid's elemental wildshape, there's still considerable cheese like the octo-druid. Compared to some of the feats druids can accomplish, Divine Power seems a little bland -- good, but possibly one notch of power below. It also helps that the druid's Wild Shape isn't as closely tied to his caster level as is the cleric's Divine Power, allowing druids to pick up a level of monk or so (to add flurry to their repetoire) without damaging their abilities too much.

In addition, with some of the new druid spells introduced in CD that can potentially drastically alter the druid's combat effectivness (like Nature's Favor), there's simply a lot more to consider than those two factors. That's not even bringing up Miasma...

Quote: Essence

Allowing Druids spontaneous healing just gives them the opportunity to use their spells in a sub-standard manner, and who cares?


Aside from me, of course... :grin:

Having recently been involved in a game in which the only divine spellcaster in the party was a druid, I can attest that healing was a very different and more difficult issue from what it normally is (in my experience, again) with a cleric in the party. Spontaneous Healing can make a difference, especially at low to low-mid levels, and it seems generally a lot easier for a party to deal with than shelling out cash for wands and potions.

Now that I've started this mess, of course, I finally noticed that the SH feat can only be used a number of times per day equal to the character's Wisdom modifier, which does make a bit of a difference... :embarrassed:
Still, I think the point is a valid one, even if it now should be considered in a more abstract sense -- giving one class access, even with a cost, to abilities specific to another impinges upon the uniqueness (and thus usefulness) of the second class, and threatens game balance. It seems to me that the only reason classes exist is to dole out specific powers to characters, separating them by their area of specialization. If that's true, crossing the lines between classes is just probably not a good thing...


Darth_KTrava
23:43:32 Wed
May 19 2004
Re: Mid/High Level Play (Splitoff from Complete Divine)
Quote: DracoNova

Now that I've started this mess, of course, I finally noticed that the SH feat can only be used a number of times per day equal to the character's Wisdom modifier, which does make a bit of a difference...


And when you're talking a divine caster at high/epic levels, such as a druid, that can be quite a bit. BUT: If you're willing to sacrifice your other spells for the use of this feat...... It'd be worthwhile if your druid is the main healer of the party in a cleric-less group.




:maj2: Fixed quote.

DracoNova
02:18:19 Thu
May 20 2004
Re: Mid/High Level Play (Splitoff from Complete Divine)
Quote: Darth_KTrava

It'd be worthwhile if your druid is the main healer of the party in a cleric-less group.


True, from a party-dynamic viewpoint. I know at least one member of a certain party who would have rested easier if our druid (whose name I have completely forgotten -- sorry, Oberoni :embarrassed: ) had more access to healing...

From game balance/class selection, it's a little different. As it is, CD gives us way too many reasons to pick Druid over Cleric in the form of massively nifty spells (as described in another thread somewhere around here that I'm just too lazy to link to). While SH itself doesn't really add a lot of power to the Druid (given the questionable usefulness of normal SH, let alone the limited version), it can make the decision much easier. That's what I'm a little nervous about. I just don't like that decision to be made easy by game mechanics, rather than player tastes.




Guest [Unregistered]
21:15:21 Thu
May 20 2004
Hhhmm...
...guess I should post on the thread I inadvertantly started... especially after the embarssment of thinking my original post disappeared... :wink:

"A quick summary: The CR system includes in it the assumption that character wealth plays a part in determining how tough a character is, and therefore there should be fairly solid guidelines regarding how much wealth a character should accumulate by a given level. "
Hmmmm... I honestly hadn't had much problem with this in most of my campaigns, and mine tend to be decidedly 'low-magic' in respect to magic items. The fact that the CR system is based on iconic, average-stat, non-tweaked characters means that well-designed, specialized, carefully created characters often stand as much of a chance with little magic as those with higher (standard) magic do when they are just 'average' character templates.
If anything, the CR system is far too lenient when you have well-designed (note I'm not saying Min/Maxed, that's another level up entirely) characters. Giving them the 'standard' level of magic just makes the monsters more inferior.

"If the DM is too stingy, or plays too fast-and-loose with things like Mordenkainen's Disjunction or similar effects that damage magical items, the PCs may have difficulties taking on creatures of their CR. If the DM is too generous, then PCs will need creatures of higher CRs to give them a challenge. "
Again, really haven't seen this too much. A DM being 'moderate' (ie: as in the DMG) will often have a problem CHALLENGING the players at all.

"Any semblance of balance goes out the window. Clerics get access to spells like Divine Power, allowing them to fight as well (or better) than fighter-types."
Yep, that's definately a problem I can agree with. Yet another reason I like having the option to use Healers that aren't Clerics.

"Druids get Wild Shape, which can be massively powerful if used intelligently. "
And a massive waste of time if used otherwise. I find there's more abuse of things like Shapechange, but since that's higher level, yeah, I can see how this one might get carried away.

"Rogues get special abilties as well as high damage bonuses from sneak attack (which gets easier to use, if the rogue is built well)."
They'd certainly well better. They are the 'jack-of-all-skills' class. They've got the staying power of tissue paper, though, which means they often get off a single round of possible Sneak before the creature beats them down. Beings as they are 'support combatants', going toe-to-toe with most critters will get them mulched. There's nothing fine with the Rogue sneaking up and finishing things from behind, that's fine, but you won't see them outfighting a Fighter type.
BTW: SNeak attack is easy to use at level 1. Hit first or flank. At higher levels, it tends to break down against most creatures, beings as they tend to be the wrong type, too big to sneak (can't reach a 30' dragon's genitals, for instance), or have advanced senses or abilities which negate sneak.

"Sorcerers and Wizards start getting access to save-or-die spells, which reduces both combat duration and the usefulness of standard combat techniques (a fighter just doesn't have a lot to do if the party wizard is turning all of the bad guys into turtles)."
Or statues, or piles of dust, etc. Which is why, even at high levels, there are creatures which appear in hordes or swarms, or even defensive spells that negate these problems. For everything in the game, there's usually some sort of counter, often two or three. Note, there are definately a few broken things... but which level-based game system is perfect so far?

"Barbarians, Fighters, Paladins, and Rangers...don't get much of anything new, and certainly not anything that can keep up with the other aforementioned classes."
Nope, but both of those tend to be 'building block' classes, used in portions to build into other classes, often PrC's. Kind of expected this. I, personally, believe (and mentioned before) that the Strong Hero from D20 Modern should be made into a 20 level class and named "Fighter."

"Yes, I didn't mention Bards and Monks -- they're screwed from level 1."
I understand bards... but MONKS?

"I think you missed my point. I was stating that your argument worked only for a game going Epic."
That's because the example wasn't an argument on all points, just pointing out an observation. Thanks.

"That is not even close to an assumption that can be made for most games."
Indeed. I already pointed this out.

"Therefore, judgements probably should be made based on pre-epic usefulness."
And, you know what? I never said anything about this nor inferred it. I said, "If Epic THEN this is a possibility".

"Besides, the argument that the problems pre-epic aren't problems, because everything (might) work out in Epic just doesn't fly -- the promise of Epic power doesn't make up for the first 20 levels of uselessness."
Nice straw man. Good thing that wasn't my argument, hey?
BTW: 20 levels of full caster class levels is useless?

"This is flat-out a false assumption. It is totally within the DM's power to choose not to throw one in to his game, regardless of what powers PCs may or may not have."
Well, then your argument seems to imply that a DM will not accomadate players. If that is the case, he probably won't have many players. I see no reason for the possible Entropo to ask the DM "Hey, if I got higher level, would I Have the ability to hunt out Spheres?"
*shrug* Then it also makes a good NPC class, as well. Do most players use the all-Dragon PrC's in the Draconomicon or the PrC's in the Book of VIle Darkness? Maybe the class blows for most PC's, still doesn't make it useless.

"The DM decides what flies in his game and what doesn't. Not the players. "
Which is why most players and DM's, you know, talk to each other to find out what is allowed and what is not. If the DM doesn't allow it, fine, the player moves on. If the DM is really anal, he won't have players for long.

"Therefore, again, characters that are dependant on items that they may or may not encounter don't work, because it is far too easy for a DM to screw such a character."
This is an argument HOW? He's the DM! He can find easy ways to screw ANY character! If the DM wants to screw you, well, buddy, you're screwed. If your DM is a rotten cabbage of a man, I don't imagine he'll keep those players for long (as above). If your DM is the type to go after your items, you've got more problems then a less-than-maximum power class.

"The jobs aren't mutually exclusive -- that's why I'm still hesitant about Spontaneous Healer. "
Of course, at the time you wrote this, you didn't know about the limit on use.

"The focus for clerics, however, has simply shifted. While they can heal, clerics are able and expected to be powerful combatants, as well. Therefore, my assessment is correct -- it is not correct to say that the cleric's "usual job" is healing, as the cleric now does much more than that."
OK, which class do you think isn't meant to be a combatant? EVERY character is expected to be a powerful combatant. Wizards are expected to crank damage over an area. Fighters are expected to go toe-to-toe. Rogues are expected to crank out damage directly once the fighter is in place.
Now, which class is expected to keep the other classes going? My argument still stands.

"You must be kidding. Simply put -- if the Fighter and Rogue do not have the same level of usefulness at any given level (which they don't in the D&D ruleset), then there is more reason to be one and less to be the other.
This creates difficulties, making some character builds more or less survivable/enjoyable than others, and ultimately limits the creative choices open to players.
"
Now you are kidding. Apparently you are expecting every person to strain to make an MVP character, one superior to all the others because that particular character would be 'more survivable' or 'more playable'. In that case, let's pretty much kill every class except the two most powerful, since there's no reason to play anything else.
Each person prefers a different style of character. While there are some munchkins who strive only for the highest numbers, most players like variety and something interesting, and they all tend to have different preferences. Put a Fighter and a Rogue in one on one combat versus a creature. Ok, most squishy targets are fine for the Rogue, if he goes first or has some cover. If he's alone, or if its a 'material monster' (whether rock, dead flesh, or liquid flame), the Rogue is pretty much useless as a melee/ranged combatant. The Fighter, however, has no problem plugging away. Which one has more usefulness? Now place them in a role where they have to sneak past guards or climb a 200' cliff. Yeah, different usefulness.

"I really shouldn't have to explain why this is bad -- it really should be amazingly obvious. "
So, please explain to me HOW it's bad first, then maybe the 'why' will work.

"You've hit upon the class balance problem. Look back at my original post -- I used the term "ideal" for a reason. That's how things should be. It's just generally not a good thing for classes to have such disparity in areas of and opportunities for usefulness. Things should be balanced, but they're not. That's why I've been making these arguments..."
Why? Why is this a necessity? Just because each character class has it's own specific highlights or abilities that another cannot do, why should they be 'balanced' in every conceivable way? If every class were equally useful in every situation, it would be a hella boring game! It would detract from teamwork, it would detract from party interdependency, and on the whole, it would detract from overall fun.


"In a word, yes. The Wizard 20s and Cleric 20s should be better Wizards and Clerics, but if the massively multiclassed monstrosity you've proposed can't put together something more or less equivalent to (but not necessarily the same as) the usefulness of the single-classed variations. Otherwise, the game mechanics simply stomp all over the creativity of the player who wants to run such a character, and that's a bad thing. This is elementary game design, here..."
No, it's not. You're missing the 'elementary game design' concept. What you want is a classless system of 'point based' abilities that have been balanced and have a 'handicap' point system to enhance the characters. The problem is, that is far, FAR too complex of a game system to be feasible! Why? Because each time you add something new, you have to rebalance everything else. What you're proposing really won't work in a level-based game. What you want is perfect, absolute balance.

I'll finish more replies tomorrow. Until then, good day.

DracoNova
03:43:25 Fri
May 21 2004
Re: Mid/High Level Play (Splitoff from Complete Divine)
Quote: Madr'a'mann

The fact that the CR system is based on iconic, average-stat, non-tweaked characters means that well-designed, specialized, carefully created characters often stand as much of a chance with little magic as those with higher (standard) magic do when they are just 'average' character templates.


I'm not sure that can be applied across-the-board to all character types. An above-average wizard, cleric, or the like can overcome lack of magical items, yes -- their spells can make up the difference easily, and a rogue lacking magical items can still excel at roguish tasks. Fighter types are a different issue, though, and they really suffer in comparison to the other classes if magic is less available. They have no ability to "make up" the difference on their own, relying on spellcasting characters to help them out (a bad situation -- if your character is only viable in the presence of another character, you're in trouble). Even with above-average abilities, there's only so much you can handle in the way of things like damage resistance and the like, which is something fighter-types, by the design of their class, need to be concerned with.

Quote: Madr'a'mann

If anything, the CR system is far too lenient when you have well-designed (note I'm not saying Min/Maxed, that's another level up entirely) characters. Giving them the 'standard' level of magic just makes the monsters more inferior.


Again, only with certain types of characters. A min-maxed spellcaster actually doesn't benefit that much from "standard" magic, since at higher levels he can do just about as well for himself as any item can. A min-maxed fighter, though, is still a fighter. Without his magical sword at hand, he can't do his job (that is, killing monsters) as well. Depriving him of magic because other characters don't need it/make monsters "inferior" is just plain cruel.

Quote: Madr'a'mann

There's nothing fine with the Rogue sneaking up and finishing things from behind, that's fine, but you won't see them outfighting a Fighter type.


Actually...you can. Sure, they won't survive in a straight, "face each other and start swinging" fight...so a smart rogue player will just use different (mostly hit-and-run) tactics. At mid to high levels, the rogue is getting off more damage in one hit, thanks to SA, than most fighters can in a full round of attacks, so one hit is all they need to justify their existence in combat.

Quote: Madr'a'mann

Which is why, even at high levels, there are creatures which appear in hordes or swarms, or even defensive spells that negate these problems.


In my experience, this isn't the case. Most high-level challenges that I've seen are of the single-creature variety, with a few mid-level critter combos thrown in for fun. As for defense...well, if the spellcaster is created properly, most defenses will just fall flat. Defensive spells are often too specific to be of much use, and a typical wizard laughs out loud against SR.

Quote: Madr'a'mann

Nice straw man. Good thing that wasn't my argument, hey?


Come on, now, that was exactly your argument. You threw Entropomancer out as viable if the game is/went Epic. Whether it is or not aside, the character is sub-optimal -- by far -- pre-epic. That just doesn't work.

Quote: Madr'a'mann

BTW: 20 levels of full caster class levels is useless?


No, it's not. Too bad the Entropomancer only has, at most, 15. At level 20, 15 spellcaster levels is useless.

Quote:

This is an argument HOW? He's the DM! He can find easy ways to screw ANY character! If the DM wants to screw you, well, buddy, you're screwed.


I'd hardly say a DM who decided he didn't want to bother with Spheres was out to "screw" an Entropomancer player. I'd be more inclined to say a player entering a game with that character idea and the preconception that the DM should accomodate is instead out to screw himself. The DM's job may be to tell a story around the PCs, but that doesn't entail being over-accomodating.

Furthermore, characters who put too much weight on something that isn't an inseperable part of themselves are vulnerable, plain and simple. Fantasy literature is littered with examples -- Sauron without his ring was vulnerable, for example, as was Thoth-Amon without his Serpent Ring of Set. If the character were an NPC adversary of the players, the expectation would be that the PCs would use this vulnerability to their advantage. A DM who doesn't have similarly resourceful and intelligent adversaries do the same thing to a PC with such a vulnerability isn't playing his role as intelligently as he should. It just isn't believeable that a character could walk around with a glaring vulnerability and expect never to be exploited.

Quote: Madr'a'mann

In that case, let's pretty much kill every class except the two most powerful, since there's no reason to play anything else.


You're still not seeing the problem? Ok, let's try this, then. Let's say you make up a character for a game -- anything you want. Now let's say another player in this hypothetical game tosses a cleric-archer or druid on the table. When it comes to combat in this hypothetical game, you are just plain out-of-luck, unless you're also playing such a character. Even if your character is supposed to be a combat specialist, it just won't work unless you're also one of these two options. That's bad.

Result -- play an MVP, or risk becoming the weak link in your party dynamic. Does it suck? Oh my, yes. Them's the breaks, though. That's why so many of us waste all our time looking into min-maxing and power builds -- to find a way to avoid becoming the background character, or worse yet, the first one on the way to the headsman's block.

Quote: Madr'a'mann

So, please explain to me HOW it's bad first, then maybe the 'why' will work.


OK...that's nearly as obvious as the "why" if the two aren't exactly the same thing. Simply put, a less survivable character doesn't contribute "his share" to the party. The mid-level Fighter isn't as survivable as the mid-level Cleric, since the Cleric can do just about everything the Fighter can plus heal and cast other spells. Since the Cleric can do so much more, the expectations for the Fighter's contributions have to go up, as well...and the class just doesn't deliver. Thus the character ends up doing less, and the party has a better chance of surviving even if he doesn't. This is bad.

Quote: Madr'a'mann

Why? Why is this a necessity? Just because each character class has it's own specific highlights or abilities that another cannot do, why should they be 'balanced' in every conceivable way?


Once again, it all boils down to the character's contribution to the party's well-being. I'm not in any way arguing that the Fighter should be as socially-skilled as the Rogue, or any such thing. I'm stating that the Fighter better be putting every bit as much effort, and generating every bit as much "party good" as the Rogue does. Or the Wizard, or Cleric, or whatever other non-combat class you want, even the Bard. He isn't, though -- all too often the Fighter and kindred classes are just dead weight, hanging on to the party and waiting for the next combat, assuming they hasn't already been overshadowed by the Cleric or some other character.

Characters don't need to be absolutely equal in every possible situation -- that's not what the word "equivalent" means. Characters should be able to could their level of contribution to the party good as being more or less the same (regardless of the type of contribution) as any other character. That doesn't happen, so there's a problem.

Quote:

No, it's not. You're missing the 'elementary game design' concept. What you want is a classless system of 'point based' abilities that have been balanced and have a 'handicap' point system to enhance the characters. The problem is, that is far, FAR too complex of a game system to be feasible! Why? Because each time you add something new, you have to rebalance everything else.


Try again. What I'd like is for every character to have the opportunity to contribute as much to the party as any other. A Fighter 4, Barbarian 1, Sorcerer 3, Cleric 2, Wizard 5, Bard 3, Ranger 2, to go back to the original example, simply can't contribute anything even close to the 20th level spellcasters, or really any other 20th level character. Thus, while the numbers say he's 20th level, he just isn't -- he's performing at a level much lower than the standard for such a level. That's bad, and there's just no way around that.

As for the problem of adding things and "rebalancing" -- that's a non-issue. It's easily handled by having writers and editors actually read their material and the core (as revolutionary as that idea may be), then not create stupid stuff like Nature's Favor. It's not that difficult to add things to a balanced system. You just have to look at what's available, then try to match it as best possible.

Quote: Madr'a'mann

What you want is perfect, absolute balance.


First, my use of the words "ideal" and "should" should have told us that much earlier and better than this fairly obvious statement. Secondly...why should we not want that? Why would any of us fail to welcome a system that even just tries to allow all characters to contribute equally to the party good? Why should we simply settle for what we have, when it can be done better?

Sma
04:51:31 Fri
May 21 2004
Re: Mid/High Level Play (Splitoff from Complete Divine)
Well it´s late and I´m drunk :smile:
you two have way too many good arguments to be bashing each other about the epic entropomancer point.

Sma



Medesha
14:46:40 Fri
May 21 2004
Re: Mid/High Level Play (Splitoff from Complete Divine)
But it's so entertaining!

And I haven't seen any overt bashing yet.

Darth_KTrava
15:36:25 Fri
May 21 2004
Re: Mid/High Level Play (Splitoff from Complete Divine)
Quote: Sma at 04:51:31 Fri May 21 2004

Well it´s late and I´m drunk :smile:
you two have way too many good arguments to be bashing each other about the epic entropomancer point.

Sma



Especially when half of us haven't seen the class in that book yet.....



Medesha
15:47:56 Fri
May 21 2004
Re: Mid/High Level Play (Splitoff from Complete Divine)
Wizards has it previewed on their site here.

Sma
23:05:10 Fri
May 21 2004
Re: Mid/High Level Play (Splitoff from Complete Divine)
Quote: Medesha at 14:46:40 Fri May 21 2004

But it's so entertaining!

And I haven't seen any overt bashing yet.


Well think of to as preemptive fireproofing then.

Sma

GiantInThePlayground
03:57:55 Sat
May 22 2004
Re: Mid/High Level Play (Splitoff from Complete Divine)
As much as I think this class is horribly designed, it really does not in any way require a Sphere of Annihilation to function. That ability is really only the equal to saying "They get a free Talisman of the Sphere at 1st level". If it never comes into play, then it never comes in to play. All prestige classes must be approved by the DM, after all, so if the DM even permits this class to exist in his game unaltered, he is saying that Spheres of Annihilation exist. Once they exist, the player is within his rights to look for one. If the DM doesn't want to bother with Spheres, he should disallow the class, or at least give it a substitute power. (Actually, he should rewrite it because it is really poorly made, but I'm talking in general.)

Now, if all the class' abilities required him to have a Sphere handy, then I could see that it would put the DM in a weird spot even if it was allowed. He'd have to either exploit the reliance on an external object, which would suck for the PC, or NOT exploit it and turn a blind eye to one character's weakness. It's the Green Lantern problem: The ring has ultimate power, so the authors constantly have to conspire to make him lose the ring--at which point, he's not really Green Lantern anymore. You just can't win.

DracoNova
05:01:36 Sat
May 22 2004
Re: Mid/High Level Play (Splitoff from Complete Divine)
Quote: GitP

As much as I think this class is horribly designed, it really does not in any way require a Sphere of Annihilation to function.


No, it doesn't require a sphere. It helps, though.

The talisman-like ability is the only one the class has that could possibly make up for the loss in caster levels. The ability to "juggle spheres", as it's been put earlier in this thread, has potential. The other abilities may be "cool", but they don't measure up. With a sphere, the class has a shot at being moderately decent. Without one, it's so sub-standard as to not be worth considering, even for an NPC.

As for redesigning the class around a lack of spheres, I'm not sure it's possible. The class seems to be far too focused on the concept, which is why I brought in the Sauron/Thoth-Amon/any-other-character-mostly-dependent-on-a -thing analogy. Better and easier to disallow it, which quite frankly, I'd be fine with.

Guest [Unregistered]
21:09:22 Tue
May 25 2004
Been away...
...suitin' up for a LONG trip. Hopefully I'll be able to communicate with you guys still.

Sorry its been awhile since I replied DracoNova. It seems we have gone through much misunderstanding here.

OK, you don't want a point-based system. THat's fine, and a good thing. Looks like I was straw-manning you. My apologies.

What you seem to want is a hybrid between ECL and CR applied to multiclass characters. You know, the "If you add levels of Sorcerer to a Minotaur they are considered 'non-associated' because the Minotaur is a Brawler-style of monster, so 2 nonassociated equals 1 'level equivalent' CR" sort of thing found in the back of the Monster Manual.
It's a nice idea, but I don't see it really working, since there has to be SOME penalty for a Majorly Multiclassed Monstrosity, hereafte referred to as a M3.

"I'm not sure that can be applied across-the-board to all character types."
Unfortunately, I must disagree here. See why, below.

"Fighter types are a different issue, though, and they really suffer in comparison to the other classes if magic is less available. They have no ability to "make up" the difference on their own, relying on spellcasting characters to help them out "
Not that Spellcasters have a problem trying to avoid being a target with their low AC, saves, and Hit Points are anything. Too bad they have to 'rely' on Fighter types to keep other creatures at bay, cause without those Fighter types, they might get only a single spell off. If that's Time Stop, well, congrats, a high level caster does stand a chance. Anything else, since the nerfing of Haste, and the spellcaster is usually screwed, since he's going to be watching spells fizzle left and right as a critter gets close.

"which is something fighter-types, by the design of their class, need to be concerned with."
Not anymore. Greater Magic Weapon was the way Clerics kept Fighters in business in 3.0. In 3.5, the DR system is completely different, working on alignments and materials. Now the DR system is based more on adamantine, cold iron, silver, and other esoteric substances, or chaos, law, good, and evil. Incidentally, that's still the purview of the cleric, yet most DR's using an 'exotic' source such as these tend to be low. The Fighter now merely needs a +1 weapon of a good material (or a few weapons, "Swiss Army Tank") as opposed to having a +5 sword or running back to the Walking Bandaid for a GMW. Even weird forms of regeneration aren't that bad, since they aren't fast. A coup-de-grace with a torch, a glass blade dipped in acid, or even a gauntlet usually ends most of the 'common' regenerators once they hit unconsciousness, and all those methods are 'nonmagic'.

"Without his magical sword at hand, he can't do his job (that is, killing monsters) as well. "
Oh, I agree. In a world with NO magic AT ALL, the Fighter is kinda hosed. But if I'm playing Fantasy and a 6th level Fighter hasn't come across a single magic weapon, something is wrong. Either the DM is far stingier than even the 'low magic' rules would suggest, or you're not playing fantasy at all, instead perhaps playing in another setting like Modern or Future where the differences aren't that major (since you'll be using a shotgun/plasma rifle or something similar).

"so a smart rogue player will just use different (mostly hit-and-run) tactics. "
Hence the term "outfighting."

"At mid to high levels, the rogue is getting off more damage in one hit, thanks to SA, than most fighters can in a full round of attacks, so one hit is all they need to justify their existence in combat."
Again, against viable targets (non ooze, non construct, non undead, non elemental, non incorporeal, non-fortified), and usually only once, because if they fail that 'only once', they quickly become Monster Chow (tm). Then there's a bit of a combo problem, since a Fighter can use Trip and then beat the holy Hades out of his prone opponent (then knock him back down when he tries to stand up). The Fighter is also more accurate. If the rogue can pull off his Sneak Attack (requiring a good initiative roll and enough movement to approach the foe, assuming the foe is a legal target), he MIGHT deal enough damage to drop a foe... but if we're talking high level, how many monsters can eat 70 or so HP in one attack and still fight? Hmm... pretty much all of them. Aside from the 'first strike' capability or a 'one-use' feat, the only other way the Rogue can get some SA lovin in is with a Fighter or some other grunt-type willing to go toe to toe with the baddy. Otherwise, the Rogue becomes a small pile of skills in a small sack.
BTW: Rogue with Shortsword == 11D6, without mods. Fighter going Full Attack with a Greatsword is 8D6 + 20, without mods (aside from the obvious Weapon and Greater Weapon Specs). Sure, even if the fighter only gets two hits in (which is easy, since those have equal or higher accuracy than a comparable Rogue), and takes two rounds to excel it, he can still do it every round. Nice job, Rogue.
PS: No level of Hit-and-Run will help after the first round in a PvP situation, especially if the Fighter type is one of those who like Combat Reflexes.

" Most high-level challenges that I've seen are of the single-creature variety, with a few mid-level critter combos thrown in for fun. "
Hmm.. THat's your experience. Mine goes the other way. Swarms of mid levels or a pair of almost-high levels designed to work together. "Single Creature" variety had better be random or the +1 or +2 CR higher "Boss" style fights.

" Defensive spells are often too specific to be of much use, and a typical wizard laughs out loud against SR.
"
Oh yeah, SR is just laughable now that his Feats got reduced. :wink:
As for 'limited use' defensive spells, which ones were you referring to?

"Whether it is or not aside, the character is sub-optimal -- by far -- pre-epic. That just doesn't work."
My argument stated nothing about it's PRE EPIC viability. So why are you attacking that point if I never brought it up?

"I'd hardly say a DM who decided he didn't want to bother with Spheres was out to "screw" an Entropomancer player."
As has been pointed out by others, if the DM looks at the class, sees stuff about Spheres of Annihilation, ALLOWS the player to take the class, and then denies him any access, he has been out to SCREW the player, it's that simple. He saw the class, what it aims for, allowed it, then prevented any access to that. The DM, in this instance, was being a toad.

Argh... gotta go... AGAIN... will try and reply more tomorrow....

DracoNova
22:59:03 Tue
May 25 2004
Re: Mid/High Level Play (Splitoff from Complete Divine)
Quote: Madr'a'mann

What you seem to want is a hybrid between ECL and CR applied to multiclass characters. You know, the "If you add levels of Sorcerer to a Minotaur they are considered 'non-associated' because the Minotaur is a Brawler-style of monster, so 2 nonassociated equals 1 'level equivalent' CR" sort of thing found in the back of the Monster Manual.


That's only part of the problem, unfortunately. While that would help to bring the abilities of multiclassed warrior/arcane spellcaster types up to standard by making their CR more reflective of their actual ability, this still doesn't do much to actually balance the classes. It just makes it easier for everyone to be a spellcaster...which really isn't that bad an idea, but it depends a lot on campaign style.

Quote: Madr'a'mann

It's a nice idea, but I don't see it really working, since there has to be SOME penalty for a Majorly Multiclassed Monstrosity, hereafte referred to as a M3.


Only if the act of becoming an M3 makes a character more powerful than he would normally/should be, given his CR. That's not a given using the current ruleset, so stating that a penalty should be assigned might be a little premature. Unfortunately, the only way to reasonably assign multiclassing penalties, according to this line of reasoning, is pretty much on a case-by-case. Still, anything that would move in this direction, even just adjusting penalties based on whether a character's classes are synergistic or not.

Quote: Madr'a'mann

Too bad they have to 'rely' on Fighter types to keep other creatures at bay, cause without those Fighter types, they might get only a single spell off. If that's Time Stop, well, congrats, a high level caster does stand a chance. Anything else, since the nerfing of Haste, and the spellcaster is usually screwed, since he's going to be watching spells fizzle left and right as a critter gets close.


Only arcane spellcasters face this problem -- divine spellcasters can fend for themselves well enough...

There would seem to be, too, quite a lot of other options an arcane spellcaster would have if, for some strange reason, he were deprived of meat shields...er, fighters. Wall-type spells hold enemies at bay. Summoning spells call forth extraplanar allies, who can also keep enemies away. Even an arcane spellcaster's AC can get a fairly considerable boost through only two first-level spells -- Mage Armor (with its nifty long duration) and Shield (not as long-lasting but still good). This is why arcane spellcasters will often invest in high Dexterity scores and anything that can boost their initiative -- all they have to do is get one of these spells off, and they're generally taken care of.

Quote: Madr'a'mann

In 3.5, the DR system is completely different, working on alignments and materials.


While this is true, and it is more or less true that the DR values have decreased, the fighter still has need for a GMWing...possibly even moreso than before. Yes, now that more creatures have DR/material, he doesn't always need a GMW to get his attacks through...but he now has a lot more weapons, all of which need to be properly enhanced or else his performance drops. While he used to need only one GMW a day, now he needs two or three, especially if he's not sure what the party will be facing that dy, or else knows they'll be up against a mix of things. That, and he's still spellcaster-dependant against creatures with DR/alignment. 3.5 DR didn't make fighter-types less dependant on spellcasters, it made them more dependant.

Quote: Madr'a'mann

But if I'm playing Fantasy and a 6th level Fighter hasn't come across a single magic weapon, something is wrong.


Yes, he'll probably have come across a magic weapon by then -- hell, the system expects him to have one long before that point. Whether or not it's up to specs, though, is another question...and the definition of "up to specs" is very different when spellcasters can drastically raise the effectiveness of their weapons with a simple wave of their hands, as opposed to spending thousands of gp.

Quote: Madr'a'mann

Aside from the 'first strike' capability or a 'one-use' feat, the only other way the Rogue can get some SA lovin in is with a Fighter or some other grunt-type willing to go toe to toe with the baddy. Otherwise, the Rogue becomes a small pile of skills in a small sack.


First, that's why rogues, like wizards, invest in initiative-boosters.

Second, there are so many more ways to get consistant SAs without having to have a grunt (or better yet, another rogue. Twice the SAs = twice the fun!) on the other side. While it does make them somewhat dependant, a rogue who can secure a Greater Invisibility, or else can afford a ring of invisibility, can get off SAs constantly (since characters lose Dexterity bonuses against invisible targets), plus is not as vulnerable to his opponent (thanks to that nifty miss chance). Sure, it makes them caster- or item- dependent, but they stand the chance of getting much more out of the investment than a fighter does.

Quote: Madr'a'mann

Oh yeah, SR is just laughable now that his Feats got reduced.


Um...only the values for Spell Focus got reduced, last I checked. Spell Penetration got through mostly unscathed.

Quote: Madr'a'mann

As for 'limited use' defensive spells, which ones were you referring to?


Aside from SR, the only spells I can think of off-hand that can prevent a character from falling prey to save-or-dies are Spell Immunity (which is generally worthless) or Spell Turning (which is nice, although it leaves the caster vulnerable to area-type spells). Furthermore, the duration for such spells tends to be a little on the low side, further reducing their usefulness.

Quote: Madr'a'mann

My argument stated nothing about it's PRE EPIC viability. So why are you attacking that point if I never brought it up?


Because arguing that the class is viable post-epic is pretty much a waste of time, because a) most games don't get there, and b) well...frankly, I'm not terribly sure that it would stack up against the epic Wizard, Cleric, or any other epic spellcasting class. Remember, even though those classes don't gain spells per day anymore, their caster level still increases, thus increasing the effects and penetration of their spells.

Quote: Madr'a'mann

As has been pointed out by others, if the DM looks at the class, sees stuff about Spheres of Annihilation, ALLOWS the player to take the class, and then denies him any access, he has been out to SCREW the player, it's that simple.


You're assuming it was an active, pre-meditated decision, which isn't implied at all. If it was such a decision, then yes, the DM is actively hindering a character solely for the purpose of doing it. If there's any other reason involved, then blaming the DM is just bad. Remember, there are many factors involved in running a game, including the direction other players want to take it in. If the Entropomancer is the only one crying out for a Sphere, while everyone else wants nothing to do with one, or have something else they'd rather do...well, then, it's the player's fault for not fitting in, not the DM's fault for not forcing him in. Having a sphere is not a necessary part of a campaign. If you're building a character around something that is unnecessary, and thus not guaranteed...well, then, your character is likely to be sub-optimal.



Oberoni
00:15:04 Wed
May 26 2004
Re: Been away...
Quote: Guest (Unregistered) at 21:09:22 Tue May 25 2004


Not that Spellcasters have a problem trying to avoid being a target with their low AC, saves, and Hit Points are anything. Too bad they have to 'rely' on Fighter types to keep other creatures at bay, cause without those Fighter types, they might get only a single spell off. If that's Time Stop, well, congrats, a high level caster does stand a chance. Anything else, since the nerfing of Haste, and the spellcaster is usually screwed, since he's going to be watching spells fizzle left and right as a critter gets close.


Um, what?

I just opened up the excel spreadsheet and word document I kept for the wizard I played in a very fun online 3.0 campaign.

Torexus's AC was 41 before Haste and Shield, and his max HP varied--it looks like it was at 171 for the last session we played in, when Torexus was 17th level.

So, with a combat AC of at least 45, and 171 HP, I wouldn't exactly say Torexus was unable to defend himself. And, yeah, he was actually not really min-maxed at all for defense, that's just sort of how things turned out with the right polymorphs and stuff.

But let's crunch some 3.5 numbers really quick.

Take a 15th level wizard, get him outsider status somehow. (it's not really that hard). Become a Horned Devil, easy base AC of 35. Tack on a Marmor, that's 39. Add a +5 deflection bonus (get a ring or something) for 44. If you can, getting a Druid to Barkskin you for another 5 would be cool. You'll be at 49 then. Either cast a shield spell to go up to 53, or strap on a +5 Mithril Buckler to get to 55.

I'm sure you could get it higher, and I'm sure it'll usually be lower, but you get the idea--crazy-go-nuts AC isn't too hard.

As for HP, the Horned Devil has a Con mod of 7. Strap on an Ammy of health +6 or something so your Con mod goes up to 10.

At 15th level, you'll have, at minimum, 168 HP. Pretty pimped out. Throw on a False Life or something and you're that much cooler.

So, yeah, I really don't believe that wizards get bent over in close combat, at least from mid-levels on.

MrWaeseL
08:02:28 Wed
May 26 2004
Re: Been away...
By 15th level, a wizard can cast PoA, which doesn't have type restrictions, IIRC.

Oberoni
11:05:26 Wed
May 26 2004
Re: Been away...
Yeah, but Poly Any Object sticks you with the new form's Intelligence score.

Trading an Intelligence of "pretty freakin' high" for 14 is not a smart move for a Wizard.

Guest [Unregistered]
15:52:38 Wed
May 26 2004
Re: Been away...
My timing sucks. Gotta go to lunch, but I wanna say something real fast...

Oberoni: What?
"Take a 15th level wizard, get him outsider status somehow. (it's not really that hard). Become a Horned Devil"
Ah, now you're bringing up something else... the brokenness of Polymorph. That spell in its many incarnations has been a bigger bugger on the rules than anything else. Brokenness of a single spell does not mean the class lacks its drawbacks, it just means the spell is broken. And just how are you going to Outsider status? Gonna get a nice ECL template, maybe? Yeah, that'll help your spell progression to no end.
I'd be more worried about Elan wizards, since they have no problem with it.

"You'll be at 49 then. Either cast a shield spell to go up to 53, or strap on a +5 Mithril Buckler to get to 55."
So, without polymorph, you're getting in the 29 range? Thought so. Even going with the rules, what happens if you've never fought a Horned Devil and thus can't polymorph into it?

MrWaeseL
16:25:12 Wed
May 26 2004
Re: Been away...
Take the "otherwordly" feat from PGtF.

Medesha
16:51:24 Wed
May 26 2004
Re: Been away...
"Fiendform" does it. Or at least it used to. *grumbles about editions*

Zherog
17:11:07 Wed
May 26 2004
Re: Been away...
Quote: Guest (Unregistered) at 15:52:38 Wed May 26 2004

Even going with the rules, what happens if you've never fought a Horned Devil and thus can't polymorph into it?


By the rules, it doesn't matter. Nothing at all in Alter Self or Polymorph says you have to be familiar with the form you take. It's a logical house rule, but still just a house rule.

Guest [Unregistered]
18:26:17 Wed
May 26 2004
Mistake.
Ah, so you're saying it's a Metagame issue, then?

Yeah, my character Polymorphs himself into a Horned Devil, cause I know it's got +25 to its AC, even though he's never fought, seen, or even heard of one before, he just wants a form with ridiculous defense that just so happens to match this entry in the Monster Manual.

Right, if that's all it is then, carry on. What the character can reasonably know is obviously not a matter of the ruling.

Draco
Continuing before... all that AC in the world won't matter if the creature grapples you. You can have +100 natural armor bonus and it won't matter one whit. SHield bonuses don't, either. Mage armor does, thankfully, and so does a Ring of Deflection +5 (yeah, I changed the name), but that's still, what, 19+Dex? REAL tough for some of those monsters out there. Sure, you could tweak it to something ridiculous, but by doing so, you'll just waste your effort when there's another technique out there that works well.

"Still, anything that would move in this direction, even just adjusting penalties based on whether a character's classes are synergistic or not"
There's already a method of preventing insanely un-synergistic characters. It's called the Multiclassing XP penalty.

I, personally, just think you are wanting too much. You are apparently wanting every possible multiclassing combination to be just as viable as a fully tweaked-out one or a pure-strain single-class.

"That, and he's still spellcaster-dependant against creatures with DR/alignment. 3.5 DR didn't make fighter-types less dependant on spellcasters, it made them more dependant."
I already mentioned this. Check the 'exotic' part. Those with weird DR's such as that tend to be pretty low, nothing like the DR 30 / +5 you'd see in 3rd. It's still equally possible for the Fighter to thumb his nose at a spellcaster by picking the "Ancestral Weapon" feat from Book of Exalted Deeds, a level or two of Samurai (the Oriental one, not the carppy CW one), or some levels in Kensai. Yeah, detracts from the 'purestrain' fighter a bit, but they are all quite possible and legal alternatives that don't take much from the class.

"Whether or not it's up to specs, though, is another question...and the definition of "up to specs" is very different when spellcasters can drastically raise the effectiveness of their weapons with a simple wave of their hands, as opposed to spending thousands of gp."
Specify. If he's got a magic blade by 6th level, he's pretty self-reliant. Sure, it could be better, but I'm talking necessity here, not what it could be if someone added a plus or two temporarily with a spell. Hell, most characters in my campaigns don't get a magic weapon or armor 'till fourth or fifth level, at the lowest, and they still don't have a hard time. Giving him a BONUS is fine, that's what the spellcaster can do, but it's not essential... he's got his essentials already.

"First, that's why rogues, like wizards, invest in initiative-boosters. "
Ya think? :tongue: I might as well point out an obvious, too, that being an Archer who's got tweaked Dex and Feats just like the rogue and has some nice Quick Draw goin on. Perforation and weapon-switch with no worries.

"While it does make them somewhat dependant, a rogue who can secure a Greater Invisibility, or else can afford a ring of invisibility, can get off SAs constantly (since characters lose Dexterity bonuses against invisible targets), plus is not as vulnerable to his opponent (thanks to that nifty miss chance). "
Blind Fight. Combat Reflexes (look ma! No lost Dex bonus!). Big Stick with Anti-Magic Field.
At higher levels, most monsters laugh at invisibility as they can see right through it. At lower levels, fighters tend to laugh at it as they nullify the problem with a feat. All's good. Then, of course, there are the really BIG monsters, which don't give a rat's anus if you are invisible, since you can't reach their vitals anyway.
And yeah, two rogues is a GREAT plan. "Here, you distract him, take the hits, and I'll join you. At least one of us should live, right?"

"Aside from SR, the only spells I can think of off-hand that can prevent a character from falling prey to save-or-dies are Spell Immunity (which is generally worthless) or Spell Turning (which is nice, although it leaves the caster vulnerable to area-type spells). "
Ah, I see. You're thinking only of save or die spells, where I was referring to all forms of defensive spells.

"Because arguing that the class is viable post-epic is pretty much a waste of time, because a) most games don't get there, and b) well...frankly, I'm not terribly sure that it would stack up against the epic Wizard, Cleric, or any other epic spellcasting class. Remember, even though those classes don't gain spells per day anymore, their caster level still increases, thus increasing the effects and penetration of their spells."
OH don't worry, I didn't forget. And if my argument against it was a waste of time, your argument that it had pre-epic problems was an equal waste of time, since I never disputed that fact.
Caster level does help a bit, but when you've got a screen of baby black-holes in the way, there's also a lot of stuff you can stop. There's tactical uses here that help immensely when you put them on a grid. The fact that you can chuck Epic spells around just as good as the other guy isn't much of a problem, either. :wink:

"You're assuming it was an active, pre-meditated decision, which isn't implied at all. If it was such a decision, then yes, the DM is actively hindering a character solely for the purpose of doing it. "
No, I'm assuming the DM is being something other than a complete, utter toad. It is active, pre-meditated if he reads through the prestige class and still authorizes it with the full intent of never letting it achieve its potential. If he didn't, he'd better be nice enough to let someone trade some levels in and think twice about making such a mistake in the future.

"If the Entropomancer is the only one crying out for a Sphere, while everyone else wants nothing to do with one, or have something else they'd rather do...well, then, it's the player's fault for not fitting in, not the DM's fault for not forcing him in. "
Actually, no, it's still the DM's fault. A little side-trek should be no problem, and if nothing else, there can be a BBEG that has levels in the class as well (cool moment as they 'duel' for control of a sphere in the middle of a raging combat... surely worth some effort). The DM can provide instances where going after the thing is as much in the interest of the others as it is in the guy actively seeking it. Again, bonus plot-hooks are not a bad thing.

"Having a sphere is not a necessary part of a campaign. If you're building a character around something that is unnecessary, and thus not guaranteed...well, then, your character is likely to be sub-optimal."
Ya know what, having levels in any class is not a necessary part of a campaign. You don't NEED a cleric, you can just sleep alot... but the Cleric certainly helps! People don't NEED magical spells... so, by your logic, Wizards are likely to be sub-optimal (heh) and the Entropo completely worthless. You might as well just say the Fighter is super-limited if the DM prevents him from ever achieving a magic weapon of his favored type and restricts his access to feats and PrC's to hose him in this situation. It's equally valid.


Guest [Unregistered]
18:28:07 Wed
May 26 2004
Heh...
"Take the "otherwordly" feat from PGtF."
Ah, Forgotten Realms, how I loathe thee. I won't get into that can of worms anytime soon.
So what happens if every wizard can't access that feat due to being in the wrong campaign setting or because they don't have a kind DM?

Maj
19:00:59 Wed
May 26 2004
Re: Heh...
Quote: Zherog

Nothing at all in Alter Self or Polymorph says you have to be familiar with the form you take. It's a logical house rule, but still just a house rule.


We do have at least a knowledge check to know about the creature you're turning into, but there's some give and take because very second of your life isn't accounted for in-game.

Actually, one of the funniest adventures I ever roleplayed was a quest to see the most exciting creatures in the universe so we could Polymorph into them. We ended up running through the outer planes, the inner planes, and across material planes to find strange and powerful creatures to add to our repertoire of creature lore. What added to the hilarity was a phoenix who decided to tag along because she wanted to learn how to do the same thing. I felt a lot like I was trying to catch pokémon.

:biggrin:

Zherog
19:04:29 Wed
May 26 2004
Re: Heh...
gotta catch 'em all!

Desdan_Mervolam
19:40:12 Wed
May 26 2004
Re: Heh...
Woo! Planescape Photo-Safari!

-Desdan

DracoNova
21:45:26 Wed
May 26 2004
Re: Heh...
Quote: Madr'a'mann

Continuing before... all that AC in the world won't matter if the creature grapples you.


It's been said before, it'll be said again -- Polymorph. Not only can it boost your Dexterity, making it easier to avoid grapples, but it can boosts your Strength, making it easier to shake off grapples, as well. I don't care what level your warrior or monster is, if my wizard is Poly-ed into a Firbolg or something similar, grappling just won't work.

Quote: Madr'a'mann

There's already a method of preventing insanely un-synergistic characters. It's called the Multiclassing XP penalty.


That's just bad, though. Massively bad. Especially since non-synergistic characters are already massively penalized through their non-synergistic abilities. That was my point. They already have enough problems, more than enough to make them effectively worse than their CR, which is bad enough. Adding on additional penalties is just dumb.

This is a complete misreading of my argument, as well. I'm actively not supporting multiclass penalties, especially for non-synergistics. I like sword-swinging mages and the like. I just wish they'd work better.

Quote: Madr'a'mann

I, personally, just think you are wanting too much. You are apparently wanting every possible multiclassing combination to be just as viable as a fully tweaked-out one or a pure-strain single-class.


Yes! Yes, of course, that's what I want. That's game balance!

Quote: Madr'a'mann

It's still equally possible for the Fighter to thumb his nose at a spellcaster by picking the "Ancestral Weapon" feat from Book of Exalted Deeds, a level or two of Samurai (the Oriental one, not the carppy CW one), or some levels in Kensai. Yeah, detracts from the 'purestrain' fighter a bit, but they are all quite possible and legal alternatives that don't take much from the class.


The Fighter, in this case, isn't so much thumbing his nose at anyone as he is kicking himself in various sensitive portions of his anatomy. GMW is free. These options are not -- they cost quite a lot of money, money that spellcasters are free to spend on other, more useful items.

Quote: Madr'a'mann

Specify. If he's got a magic blade by 6th level, he's pretty self-reliant. Sure, it could be better, but I'm talking necessity here, not what it could be if someone added a plus or two temporarily with a spell.


This argument misses the point entirely. "Necessity" as you put it, is not what is needed to barely scrape by. If that's all it is, then magical weapons can almost be held off until mid- to high-levels, when DR/magic or alignment really starts showing up. Real necessity is avoidance of obselescence, and if a cleric or other spellcaster can even "temporarily" make a fighter obsolete, then you've got a problem. Combat is only temporary too, you know...

Quote: Madr'a'mann

Blind Fight. Combat Reflexes (look ma! No lost Dex bonus!). Big Stick with Anti-Magic Field.


Blind-Fight might be the only part of this worth considering. Combat Reflexes does not prevent the character from losing his Dexterity bonus -- I'm not sure where you got that idea. As for carrying around an AMF...well, let's see...radius of 10 feet, and the maximum range for a SA is 30 feet. That doesn't work very well, eh?

As for Blind-Fight...well, I can almost see spending a feat on it, although I'm not sure how many fighter-types could justify fitting it in, especially when they've got potentially more productive feat chains to concern themselves with.

Quote: Madr'a'mann

At higher levels, most monsters laugh at invisibility as they can see right through it. At lower levels, fighters tend to laugh at it as they nullify the problem with a feat. All's good. Then, of course, there are the really BIG monsters, which don't give a rat's anus if you are invisible, since you can't reach their vitals anyway.


Yes, of course, there are ways around SA -- it isn't free damage, by any means. If there weren't defenses, you could be sure that we'd be seeing "ban the Rogue" threads everywhere. So yes, there are battles the Rogue should keep his distance from. Of course, anything that can give the Rogue cause to hesistate should probably do the same to a fighter-type, since they're likely to have similarly impressive physical defenses, as well. That's why mid- to high-level games often make use of ranged combat -- attacking at range means never having to say you're splattered.

As for the big creatures argument, I'm not sure how well that holds up. There's been quite a lot of discussion on that particular passage (which doesn't include any actual mechanics, I might add). If I remember correctly, most of them have pointed out that, even though a giant's "vitals", for example, would be out of reach for most Rogues, the hamstrings, Achilles' tendons, and major blood vessels in the legs would be quite accessable, and they're just as vital.

Quote: Madr'a'mann

Ah, I see. You're thinking only of save or die spells, where I was referring to all forms of defensive spells.


Well, yes. That's why I started the argument using save-or-die spells. There aren't that many defenses against them, at least not many that are really worthwhile, and they make up the majority of any intelligently-run mid- to high-level arcanist's spells per day list.

Quote: Madr'a'mann

It is active, pre-meditated if he reads through the prestige class and still authorizes it with the full intent of never letting it achieve its potential.


Followed by...

Quote: Madr'a'mann

Actually, no, it's still the DM's fault. A little side-trek should be no problem, and if nothing else, there can be a BBEG that has levels in the class as well (cool moment as they 'duel' for control of a sphere in the middle of a raging combat... surely worth some effort).


OK, it's story time... Once upon a time there was a game. In that game, the DM decided a trading company would be the major focus of the plot. Hearing that, one of the players (played by yours truly) decided to put together a character focused on intrigue and social manipulation. The other players, however, created characters that would work for a more standard, fight-the-bad-guy campaign. When they pushed the campaign in that direction, the company got left to the background, and the poor little rogue did too.

Now, does the rogue's player blame the DM for getting thrown into the background? (I'd better not, since she's a mod here and would kick my backside soundly besides :tongue: ). The fact is, sometimes in a game the majority rules. It just isn't the case that everyone should get their turn in the spotlight, or some other such over-idealistic...er, ideal. The DM isn't omniscient, nor is he or she in complete control of the game (at least, not if they're any good). I wouldn't think of forcing any DM to cater to my character, mostly because I know the other players could see it (and rightfully so) as railroading to the worst degree. If your character doesn't fit in, then he really doesn't belong with that group of PCs. Entropomancers have a really easy time not fitting in.

Quote: Madr'a'mann

You don't NEED a cleric, you can just sleep alot...


You're straw-manning, here.

In any case, at this point, the DM can (and would be right to do so) whip out the old random encounter tables (preventing the party from resting or presenting challenges when the party is not at its best), or present the party with something that needs a bit of a divine touch (like cleansing a dangerous unholy site and the like). There's no shortage of that in D&D, and so the cleric is necessary. Since the cleric can out-fight the fighter, as well, he is perhaps more necessary than the fighter, neh?

Quote: Madr'a'mann

People don't NEED magical spells... so, by your logic, Wizards are likely to be sub-optimal (heh) and the Entropo completely worthless.


See the above argument, since it applies here, too. More than a few aspects of the game expect the PC group to have access to a capable wizard. Want to identify that magical sword you just found? Then you need a wizard...and we know you need the sword. We've already gone over that.



Medesha
22:51:36 Wed
May 26 2004
Re: Heh...
Quote: Draco Nova

Now, does the rogue's player blame the DM for getting thrown into the background? (I'd better not, since she's a mod here and would kick my backside soundly besides :tongue: ).


:mgrin:

I still feel badly for that. But it's quite true; sometimes the game just turns out differently than the DM planned.

Oberoni
00:33:48 Thu
May 27 2004
Re: Been away...
Quote: Guest (Unregistered) at 15:52:38 Wed May 26 2004

My timing sucks. Gotta go to lunch, but I wanna say something real fast...

Oberoni: What?
"Take a 15th level wizard, get him outsider status somehow. (it's not really that hard). Become a Horned Devil"
Ah, now you're bringing up something else... the brokenness of Polymorph. That spell in its many incarnations has been a bigger bugger on the rules than anything else. Brokenness of a single spell does not mean the class lacks its drawbacks, it just means the spell is broken. And just how are you going to Outsider status? Gonna get a nice ECL template, maybe? Yeah, that'll help your spell progression to no end.
I'd be more worried about Elan wizards, since they have no problem with it.

"You'll be at 49 then. Either cast a shield spell to go up to 53, or strap on a +5 Mithril Buckler to get to 55."
So, without polymorph, you're getting in the 29 range? Thought so. Even going with the rules, what happens if you've never fought a Horned Devil and thus can't polymorph into it?


Dude, don't be ghetto.

A broken spell is...guess what? A problem with Mid/High Level Play. Seriously, you're just proving my point exactly, and that point is that wizards can make themselves crazy-go-nuts in combat if they like.

Second, knowledge: Planes should suffice to know about these bad boys. Or at least, know enough to Planar Bind and study one.

Third, how do you know they're tough? Well, they presumably have a reputation for being hardcore, because they are, and you know it. It might even be a trick of the wizard's trade.

Fourth, if you have to take any sort of ECL hit to get that Outsider status, you're obviously not roleplaying your high Intelligence right. Either the feat Otherworldly or some damn PrC or other should hook you up.

Bottom line--by the rules, you can Pmorph into a Horned Devil and be good to go in combat.

Oberoni
02:24:33 Thu
May 27 2004
Re: Been away...
Oh, and as an addition, even if your panties are going to get into a bunch over the Horned Devil thing, there's plenty of good choices from the "standard" Polymorph list. You don't need to turn into an outsider to be buff.

Guest [Unregistered]
12:40:32 Thu
May 27 2004
Upset, are we?
"A broken spell is...guess what? A problem with Mid/High Level Play. Seriously, you're just proving my point exactly, and that point is that wizards can make themselves crazy-go-nuts in combat if they like."
NO, you think? You're SO observant. :rolleyes:

My thing is, even by the rules, there are limitations on what the spell can do.

"Second, knowledge: Planes should suffice to know about these bad boys. Or at least, know enough to Planar Bind and study one."
Should? Sorry, not in the rules. Want to wield the rules-club, that's fine, but it works both ways.
PLanar Bind? Sure, that's a logical technique to go about it. KNowledge: Planes and then PLanar Bind and then study and then attempt polymorph while it's there so you can get it right? Sure that might work, once you get your own outsider status. But you know what? That wasn't what you were saying earlier. And even saying it now doesn't mean that most wizards out there do such a thing. Until now, I think the count is at, oh, one.
That process also requires a bit of off time for your wizard, since he has to do his research and whatnot. That, at least, is by the rules. Then, again, if he gets pinned, it still doesn't matter much, does it?

"Third, how do you know they're tough? Well, they presumably have a reputation for being hardcore, because they are, and you know it. It might even be a trick of the wizard's trade."
Third, how does someone know they are tough? Campaign-specific. In your campaign, they might have the reputation for being hardcore. In someone elses, they may be unheard of, or nonexistant. Not a rules problem here.

"Fourth, if you have to take any sort of ECL hit to get that Outsider status, you're obviously not roleplaying your high Intelligence right. Either the feat Otherworldly or some damn PrC or other should hook you up."
Indeed. And if you don't have FR feats (more campaign specific, wee!)? And if your PrC affects the 'all important' caster level?

"Bottom line--by the rules, you can Pmorph into a Horned Devil and be good to go in combat. "
Sure, if you go through the proper steps and know what the heck you're turning yourself into. But just saying "Hey, ya know, I'm gonna polymorph into a big, spiky demon-thing I've never seen before because I want to be harder to hit..." just doesn't cut it.

"Oh, and as an addition, even if your panties are going to get into a bunch over the Horned Devil thing, there's plenty of good choices from the "standard" Polymorph list. You don't need to turn into an outsider to be buff. "
I'm not the one who's having the problem with examples here. You are the one who suggested it. Suggest alternates, then, that are more easily accessible. Preferably ones that you can get with standard feats, classes, or spells, or without having to have detailed knowledge of something the character may never have seen.

Desdan_Mervolam
17:08:49 Thu
May 27 2004
Re: Upset, are we?
The rules still say nothing about requiring familiarity with the creature you're turning into.

-Desdan

tzor
17:55:23 Thu
May 27 2004
Re: Upset, are we?
There has to be a problem with the polymorph into something you have no idea about. I mean if you never seen a horned devil, and have no idea what they vaguely look like how can you even begin to figure out how to turn into one.

You might wind up with something completely different because you thought that was something like what you wanted.

It's like wanting to become a dragon and turning into Torregor the Burniator instead.

Or wanting to become a horned devil, but turning into an ice devil instead. (Hey they got some horns on their exoskeletons.)

Zherog
18:04:18 Thu
May 27 2004
Re: Upset, are we?
I don't think anybody (including myself) is saying having some sort of check associated with various forms is a bad idea. Just that it's not in the rules anywhere. As the rules for polymorph currently are, you can assume any form you quialify for - even if you've never seen or heard of it.

Hey - it's magic! :tongue:

Guest [Unregistered]
18:04:27 Thu
May 27 2004
Re: Upset, are we?
"The rules still say nothing about requiring familiarity with the creature you're turning into. "

Yes, there is, it's in the DMG under "Metagame Knowledge." Without knowing WHAT you're turning into, you can turn into it. Just because "Bob" can flip to page X of the Monster Manual does not mean Azarabob the Great can Polymorph himself into an unknown creature.

For that matter, going along that logic, there's nothing preventing you from changing into a Wookie, a Goa'uld, or even a Skeksie. You don't even have to technically turn into a creature that exists in the Monster Manual, since there's no 'in-game' section under the spell that prevents it. One could just make up a monster on the spot and force the DM to go digging or slapping on templates until he can get something similar.

Desdan_Mervolam
18:40:54 Thu
May 27 2004
Re: Upset, are we?
:tjonjurer:

"Azrabob is going to polymorph himself into some form of demon. Something really big and strong, with nasty horns and really tough skin"

And no, there isn't, by the rules any reason not to turn into a wookie, skeksie, Goa'uld, or even Godzilla for that matter as long as what you turn into falls into the written rules for Polymorph.

The rule that you need some familiarity with what you're turning into is a reasonalbe houserule, but until Polymorph gains the sentence "The caster must have some familairity with the creature he intends to turn into", it's still a house rule.

-Desdan

Zherog
18:43:24 Thu
May 27 2004
Re: Upset, are we?
Quote: Desdan_Mervolam at 18:40:54 Thu May 27 2004

The rule that you need some familiarity with what you're turning into is a reasonalbe houserule, but until Polymorph gains the sentence "The caster must have some familairity with the creature he intends to turn into", it's still a house rule.

-Desdan


Des - I would contend that such a rule would make things worse, as then you'd have people constantly arguing about what "familiarity" means - on top of everything else they argue about with Polymorph. :wink:

I'd actually prefer to see it spelled out in some way involving knowledge checks. You could offer a bonus on the knowledge check if you've ever fought the creature, and an even bigger bonus if you have some method of studying the creature (planar binding, for example).

Desdan_Mervolam
19:08:10 Thu
May 27 2004
Re: Upset, are we?
Actually, you're probably right there, Z.

-K

Guest [Unregistered]
19:09:14 Thu
May 27 2004
Re: Upset, are we?
""Azrabob is going to polymorph himself into some form of demon. Something really big and strong, with nasty horns and really tough skin""
DO you, by chance, know how many demons to which that applies? Way to be specific, there, isn't it?

"The rule that you need some familiarity with what you're turning into is a reasonalbe houserule"
No, the rule that a player can't and shouldn't use metagame knowledge for his character is something supported by the core rules. It's good to see that in your campaigns people can turn into whatever they want without any limitations or knowledge is just great for you, but unfortunately, the game doesn't seem to indicate that. If a character were to make a statement like the above, the DM would probably have to adjudicate it just like Wish, picking the one he thinks is most appropriate.

PLayer A knows the formula for gunpowder. Character A does not. Character A (with alchemy ranks) walks into an apothecary or alchemists shop and casts Fabricate, saying he "wishes to make a foul-smelling black powder that explodes with great force comparable to its size." He has no clue how the stuff is made (he doesn't know that it takes sulphur, saltpeter, and charcoal), but according to your example, it wouldn't matter, since nothing in the spell or skill prevents it. Player A is using metagame knowledge. If gunpowder (well, black powder) exists in any campaign supplement anywhere, I guess his character can make it, eh?

Desdan_Mervolam
19:14:10 Thu
May 27 2004
Re: Upset, are we?
:odd: :lol:

Well, thanks for putting words in my mouth, buddy. I actually do require some manner of familiarity before you poly into something, but I don't delude myself into thinking that it's not a house rule.

-Des

Guest [Unregistered]
19:27:17 Thu
May 27 2004
Re: Upset, are we?
"Well, thanks for putting words in my mouth, buddy."
OK. :p

"I actually do require some manner of familiarity before you poly into something, but I don't delude myself into thinking that it's not a house rule."
That's OK, and I don't delude myself into thinking that the books mention nothing about the seperation of player and character knowledge. Amazing how we get similar results then, isn't it?

DracoNova
19:50:00 Thu
May 27 2004
Re: Upset, are we?
Quote: Madr'a'mann

That's OK, and I don't delude myself into thinking that the books mention nothing about the seperation of player and character knowledge. Amazing how we get similar results then, isn't it?


You are making your bad argument worse by relying on this passage. It just doesn't measure up to the standards presented by the other participants in this discussion, who are citing hard-and-fast mechanics (or the lack thereof, in this case, actually) that deal specifically with the topic at hand. Not only does the "Metagame thinking" passage have next to nothing to do with game mechanics at all, but it just doesn't lend any support to any argument -- for or against, mind -- regarding any requirements for assuming a form via polymorph. It just doesn't do anything even close to limiting a character's knowledge about, say, creatures in his world and how to change into them. If you say it does, well, then, you're house-ruling, and you're leaving the rules as written behind.


tzor
20:48:52 Thu
May 27 2004
From a slightly different angle.
Let's look at this from a different perspective. Because to me, this looks a lot like wish twisting. Instead of trying to ask what exactly you can become, let's ask what exactly do you become if you don't exactly know what you want to become.

If you don't know exactly what you want to become, there is no guarentee that you will become exactly what you meta game want to become. This is just like trying to make vague wishes and expecting exact favorable results.

Generally speaking, however, the close enough to fit the overall description argument does not produce the same problems as a well twisted wish. So if you wanted to become this larve devil with armor skin and pointy things and stuff and wound up being an Ice Devil instead of a Barbed Devil, is it really that much of a life/death thing? Probably not.

Of course confusing a dragon with Torregor the Burniator on the other hand does qualify with the nastiest wish twist. (No you can't use two handed weapons, you only have one arm.)

DracoNova
21:23:50 Thu
May 27 2004
Re: From a slightly different angle.
Quote: tzor

If you don't know exactly what you want to become, there is no guarentee that you will become exactly what you meta game want to become. This is just like trying to make vague wishes and expecting exact favorable results.


I'm not sure that analogy works terribly well, and again, it relies entirely on how much the DM decides (a decision which is not supported or even suggested upon anywhere in the rules) PCs know about their world. If the DM says players need a check to know the difference between a Cornugon and a Gelugon, and how to turn into either one or the other...that's perfectly fine. Since it's not stated in the RAW that it should be done that way, it's still a house rule, and arguing house rules gets us mostly nowhere.

If the DM does decide that PCs have limited knowledge of the beasties in their world, then yes, I can see how "poly-twisting" could be justified. It's still a house rule, though...



Oberoni
04:21:09 Fri
May 28 2004
Re: From a slightly different angle.
Ok, Madr'a'mann, let's get one thing straight.

You can't out-smarmy me.

Seriously, your smarminess is the smarminess of the fourteen-year-old that thinks he's clever; it only looks like you're genuinely in the position to look down on someone in your own eyes. I'm waiting for "Dude, that's totally lame," or "Whatever, why don't you try reading the rules." You know, something that has that tinge of outdated hipness with an attempted air of superiority.

Trust me, I'm pretty up on the rules, so when I get smarmy, I actually sound educated about it too.

Let's bust out Knowledge.

Quote: SRD

KNOWLEDGE (INT; TRAINED ONLY)
Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.
Below are listed typical fields of study.
• Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
• Architecture and engineering (buildings, aqueducts, bridges, fortifications)
• Dungeoneering (aberrations, caverns, oozes, spelunking)
• Geography (lands, terrain, climate, people)
• History (royalty, wars, colonies, migrations, founding of cities)
• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
• Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
• Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
• The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster.
For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Action: Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.
Try Again: No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.
Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks made to find secret doors or hidden compartments.
If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
If you have 5 or more ranks in Knowledge (history), you get a +2 bonus on bardic knowledge checks.
If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.
If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).
If you have 5 or more ranks in Knowledge (nobility and royalty), you get a +2 bonus on Diplomacy checks.
If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on turning checks against undead.
If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.
If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.
If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).


I've bolded Knowledge: Planes.

You see, having ranks in Knowledge: Planes lets you know about outsiders. You can either play the DC two ways: It's either a flat 20 ("for really tough questions"), or it's 25 (to identify a Horned Devil, which has 15 HD).

Now, as has been noted repeatedly in this thread, your odd and relatively undefined "familiarity" houserule on polymorph forms does not actually exist in the rules.

However, I'll grant that you probably shouldn't just up and know about every pmorph form ever. There should be some sort of measuring stick, right?

Well, that's what Knowledge: The Planes does. It's the whole point of the skill. If you're saying that Knowledge: The Planes doesn't give you information on outsiders, you're a liar. I hope you're not saying that.

So you've got the skill to determine whether or not you know about Horned Devils.

What's that, you say? You want direct contact with a critter to make an eligible polymorph form? Why, even under that zany houserule, knowing of the creature is definitely covered under Knowledge: Planes. 10 minutes and 1 Planar Binding later, and you've got one right in front of you. Study it for, I dunno, another hour, maybe, and that should start to satisfy even your arcane qualifications for polymorphing.

So there you go. Drop the pretend junior-high scorn and try to debate like you know what you're talking about.

And, back to the topic at hand, yes, Polymorphing into The Incredible Hulk makes you hard to hit, gives you lots of HP, and really helps while you're grappling. So this is a problem with mid/high level play, and it's one reason why casters are the bomb sheezy.


Oberoni
05:54:01 Fri
May 28 2004
Re: Been away...
Quote: MrWaeseL at 08:02:28 Wed May 26 2004

By 15th level, a wizard can cast PoA, which doesn't have type restrictions, IIRC.


Y'know, now that I think about it, if this is true, turning into a Planetar as a wizard is pretty sweet.

Those guys have a base Int of 22, not shabby at all. A very good choice for Poly Any Object, if you can become an outsider with it.

Darth_KTrava
00:13:51 Wed
Jun 16 2004
Re: Heh...
Quote: Zherog at 19:04:29 Wed May 26 2004

gotta catch 'em all!


:rotfl:



Darth_KTrava
00:29:28 Wed
Jun 16 2004
Re: Heh...
Quote:

In any case, at this point, the DM can (and would be right to do so) whip out the old random encounter tables (preventing the party from resting or presenting challenges when the party is not at its best), or present the party with something that needs a bit of a divine touch (like cleansing a dangerous unholy site and the like). There's no shortage of that in D&D, and so the cleric is necessary. Since the cleric can out-fight the fighter, as well, he is perhaps more necessary than the fighter, neh?


As all our DMs are bent on doing..... they LOOOOOOVE the random encounter table. :evil: Really makes one scream "CLERIC!!!!!!" And I've done the bit of cleansing a holy site that had been ruined by an evil malignment. And bringing other party members back to life and otherwise healing them.

So clerics are very useful and can hold their own in any fight, especially after about 9th level when they can toss around some decent sized offensive spells (Flame Strike anyone? :evil:smile:


:maj2: Fixed quotes


Darth_KTrava
00:33:32 Wed
Jun 16 2004
Re: From a slightly different angle.
Quote:

"Fourth, if you have to take any sort of ECL hit to get that Outsider status, you're obviously not roleplaying your high Intelligence right. Either the feat Otherworldly or some damn PrC or other should hook you up."


Dude, perhaps you should stick to core feats as not all play FR.


:maj2: Fixed quotes

Oberoni
03:36:13 Wed
Jun 16 2004
Re: From a slightly different angle.
Ok, Poly Any Object. Core spell, lets you become an Outsider. Yay!

Darth_KTrava
23:53:19 Wed
Jun 16 2004
Re: From a slightly different angle.
Quote: Oberoni at 03:36:13 Wed Jun 16 2004

Ok, Poly Any Object. Core spell, lets you become an Outsider. Yay!


That or a liberal DM who'll let you become an outsider mid-game. We've had one guy who became a tiefling in an FR game about 4 sessions into the game.





Mid/High Level Play (Splitoff from Complete Divine)
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