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Messages - Bauglir

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61
Homebrew and House Rules (D&D) / Re: Idea for alternate Favored Enemy
« on: June 22, 2013, 01:12:58 AM »
You might do a delayed damage pool that is filled only by damage from a favored enemy, and which allows you to spend damage (thereby preventing you from taking it) to power some ranger abilities, all of which are worded in a way like, "If you hit a favored enemy with a ranged attack, you may spend 2 points from your delayed damage pool...", so that you actually have to make something happen to spend them instead of just dumping them to prevent them from being dealt to you.

EDIT: Shit, I kind of like this idea as the foundation for a base class, but it probably fits a berserker better than a ranger. Still, no time.

62
Homebrew and House Rules (D&D) / Re: Quick ToB-based swashbuckler
« on: June 14, 2013, 11:51:35 AM »
You might make it 1/encounter or something. Taking the maneuver, then, gives you extra attempts.

63
D&D 3.5 and Pathfinder / Re: [3.5] This can't be right.
« on: June 13, 2013, 04:48:53 PM »
It is a good idea, though, I'll admit that much. Even if everything I say is true, you have access to so many bonus types, and you can use other tricks to jack your CL high enough to get this to last through spell preparation, that you can get very close to arbitrarily large, certainly close enough for any real game (also, you can use slotless items converted to Dodge bonuses to actually get there; I got nothin' on that one, since Dodge bonuses have special rules to stack with other Dodge bonuses).

64
D&D 3.5 and Pathfinder / Re: [3.5] This can't be right.
« on: June 13, 2013, 10:48:25 AM »
-snip-
And you're not interpreting the rules to say what you want? Your conclusions are supported by the most holy RAW with not one shred of assumption or decision-making on your part? Buddy, you're no better than anyone else in this regard.

No more talk needed, as anyone would understand 'essentially the same source' as 'the same spell or item'.
Explain to me, exactly, how this is not interpretation.

65
D&D 3.5 and Pathfinder / Re: [3.5] This can't be right.
« on: June 13, 2013, 01:16:33 AM »
Oh, to be sure. If nothing else, though, you'll run out of legitimate bonus types before you run out of slotless +2 Int boosters.

66
General D&D Discussion / Re: Well, I Killed the Whole Party...
« on: June 12, 2013, 12:56:57 AM »
I'm not sure it works in layers like that. Wouldn't your true seeing see through the effect of invisible spell (making the spell effects invisible), and then see through the invisibility that the feat had made invisible?

67
D&D 3.5 and Pathfinder / Re: [3.5] This can't be right.
« on: June 11, 2013, 01:57:20 AM »
The argument I'm making is that a two magic items that were crafted to provide the same kind of bonus and then altered with the same effect to provide a different, identical kind of bonus are essentially the same thing, regardless of the slot they go on. All of those conditions are relevant, not just "magic item".

It's true that I wasn't that specific last post - I really hadn't considered the wider impact due to the stacking rules' use of "or". So that's my bad. It comes down to the same basic reasoning presented in snakeman830's post, however. It's a heuristic describing the way the magic is supposed to create that bonus, and it's fairly subjective and fuzzy. That doesn't make it wrong. I did say that I considered this an obvious conclusion earlier, and that even so I can accept that other people have different conclusions about what's obvious. This particular disagreement borders on, "So obvious I'm having difficulty describing a thought process that gets there", which is why I prefer to invoke Caelic's Razor* than to simply go by my own assumptions.

I mean, truth be told, I think the infusion is a stupid idea, and whoever wrote it should be hurled from a moderately high window for having done so. Still, I have to live with it.

*Is that a commonly used term to describe the maxim, "When presented with two reasonable options, choose the one that makes a less stupid game."? Or am I just making it up.

68
D&D 3.5 and Pathfinder / Re: [3.5] This can't be right.
« on: June 10, 2013, 11:26:30 AM »
And that's why Caelic's Razor suggests that, even if you find both interpretations equally logical, you should probably conclude that "magic item that grants a bonus" is essentially the same source as any other "magic item that grants a bonus". I think that's glaringly obvious, and that the particular body part you happen to be wearing the item on is irrelevant, but apparently that's not the universal opinion. And that's fine, it usually doesn't come up, but even if you don't buy into the logic, it's good optimization practice to assume the least broken of two plausible interpretations.

69
D&D 3.5 and Pathfinder / Re: [3.5] This can't be right.
« on: June 10, 2013, 02:00:00 AM »
Dodge bullshit probably works. Circumstance definitely doesn't. Classic example that uses the more obscure stacking rules (the ones that aren't dependent only on bonus type). Although the relevant ones are actually in the OP. Spacemonkey555's post provides an example, not an exhaustive list. An enhancement bonus transmuted to a different type of bonus through the use of the same infusion is clearly "essentially the same source".

You could, at best, argue that this belongs in TO since it requires a goldfish for a DM if you want to slide it under "It doesn't say I can't because 'essentially the same source' is never defined!" This is true in the same sense that the game never defines what actions you can't take when you're dead.

70
General D&D Discussion / Re: Well, I Killed the Whole Party...
« on: June 08, 2013, 11:35:37 PM »
Yeah, it sounds to me like information was the big thing here, as well. Two things stick out, in particular: Transdimensional Dimensional Anchor, and the different Ethereal Planes. The latter is something that's already been mentioned, and the former is something that they players didn't really have any way of figuring out. As far as I can tell, there was no evidence that he was capable of layering control spells on the area, so they may have expected a straightforward bruiser creature. They also likely figured that attempts to probe his senses would arouse his curiosity (something they felt they couldn't afford to risk, given the degree to which it's been made clear that they cannot survive his attention). You know your group better than I do, but those seem like important factors when setting up a puzzle like this.

71
Actually, I never force save DCs as a primary mode of attack. Every game I play in involves enemies a few CRs higher than the party, and typically NPCs are reasonably well-optimized and benefit from the same. This tends to mean that saving throws are a losing battle - attack bonuses are easier to boost. I'll admit, I have a bizarre metagame. Numerical bonuses and tactical options (short-range teleportation, tree tokens, etc) take priority as a result.

72
Generally, I'll reserve a 20% minimum of my WBL for straight-up ability score boosts after level 8. I don't know exactly when I run out of  enhancement bonuses given that, however, and I will often go higher depending on the character and the needs I have at a particular time. Vague recollection suggests around level 17 or so. Prior to that, there are better ways to spend my money.

73
MtG style spellcaster. You have the 5 colors of mana, which you need to spend in order to cast spells. You have 2 different sources of mana, a mana pool and a mana reserve. Your reserve is a fixed supply whose size increases as you level and gets a bonus from a high ability score, and it's full at the start of each encounter. It doesn't otherwise refill. You need to perform some daily ritual (the standard base class for the system would have a "Mana Lotus" that they need to meditate on) in order to get your reserve to function. You can also tap into the natural flow of mana to fill your mana pool, which is empty at the start of each encounter, and empties at the beginning of each of your turns. After your mana pool empties, you gain one mana of the appropriate color for each land you have tapped (note that this system uses "tap" in a slightly different way than MtG, and is more analogous to just having it on the battlefield). You tap lands as a swift action requiring a "magus level check" or something analogous to caster level, whose DC starts out at 5 and increases by 4 for each land you currently have tapped (numbers pulled straight out of the deepest regions of my digestive tract). Add in a list of special effects for existing magical locations that gives them special effects in lieu of colored mana when you tap them, and require the mage to have visited these magical locations.

You can't spend more mana in a single turn than a number called your mana capacity (which will be table-based, but equal to 1/2 your level rounded down). As your level increases, you get more efficient (for instance, tapping a land becomes a 1/round free action). The standard base class will have a Crusader-style spell access mechanic. Main-phase spells are standard actions, instants are immediate.

This is stupid, but I had to get it written down. However, I don't have time to actually write the real homebrew, so if somebody else wants to, please.

74
The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: May 09, 2013, 01:11:53 PM »
Possibly a nonlinear progression would work well for this, then. 2d6, 4d6, 5d6, 6d6, 7d6, 8d6, 9d6, 10d6, or something like that.

75
The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: May 07, 2013, 07:07:30 PM »
The part where touch attackers are much better off full-attacking than regular AC-attackers might not be good. If you're hitting regular AC, you're much better off frontloading all your nice shit onto a single attack, since non-touch AC increases faster than you're likely to be able to keep up without full BAB and significant investment. Iteratives are a pain.

And it's only unambiguous when all you want is damage. Chances are, formulae are still preferable.

76
The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: May 07, 2013, 05:44:25 PM »
It should be noted that that does mean that it's likely that a character built on dishing out damage will find themselves in a position where it's unambiguously better to full attack than use a major formula. That's probably a good thing, though, since it varies combat up a bit. Basically, if you have at least 2 attacks and at least +3d6 of bonus damage (or at least 3 attacks), you always full attack when you want damage. Only applies against touch AC; the risk of missing against full AC on iteratives is likely too great. That might not be good.

77
I'm talking about banning a single thing. One. Spell to Power Erudite != All of Psionics. Only one I think needs banning for the sake of discussion. I'm not going Oberoni on this discussion, because I'm not making an amorphous handwave that automatically justifies whatever claims I want to make. This is a specific, limited condition, around which arguments can actually be made.

Also, the assumption is that spellcasting is the balancing point that defines whether or not psionics is overpowered. Yes, spellcasting is overpowered compared to the rest of the game. So is psionics. I don't think anybody's actually claimed otherwise*. Psionics is less overpowered than spellcasting in many play environments, however, is my claim. See my previous post's final paragraph for a breakdown of what is true when.

*Blanket statements have been made, but given the form of the thread thus far, it's incredibly asinine to act as though we don't know that "compared to spellcasting" is an unspoken assumption in every argument for psionics being "balanced". Whenever somebody talks or asks about it being broken, they always compare it to spellcasting as if it were a good benchmark of balance. If your argument is that we've all been talking past each other on this particular point, fine, I concede, now let's get back to the discussion we were already having.

EDIT: And if you think talking about degrees of optimization is cheating, when you claim that I'm saying "ignore the overpowered stuff", then I don't know how you can muster the intellectual strength necessary to use a keyboard. Don't compare a power point recharger to a fireball-thrower, that's what I'm asking. You can compare a power point recharger to a guy who uses Wall of Iron for infinite wealth.

78
General D&D Discussion / Re: D&D 5e: For real this time?
« on: April 25, 2013, 06:43:59 PM »
Yeah, I'm not complaining about power level. You can construct your gameworld however arbitrarily you need to in order to create a fun campaign for characters of any comprehensible power level, so I don't really give a shit about how the system handles it when I talk about the system's design. Options are what I'm talking about. It's possible that the current feat list won't be entirely revised, and they're representative of where we're going here. If that's the case, then Wizards fundamentally misunderstands how their own game is going to work, but whatever. Nothing new there. At least they're not guilty of the particular problem I'm accusing them of - feats can still be a useful way of customizing your character outside of Basic.

But the thing is, it's easy to get trapped in your Simplifying Philosophy. You start writing rules under certain assumptions, and you go on to build a game system that works. But when it's time to add on the complications, you find you have to overhaul a lot of the system you spent so much time building, if you even consider it at all. It becomes very easy for, "Feats are optional, so we can work on them after we get the class system up and running" to become, "Feats are optional, so they're not as important as the class system" to become, "Feats aren't important, we're going to focus on the core of the system" by the time you get to release.

So what I'm worried about here is that this is going to become an ingrained part of the design paradigm, and it's going to poison future development for the rest of the edition. You'll get people saying that if you don't like the balance of feats, you shouldn't allow them in your game, as if playing Basic for the rest of ever is actually the default assumption. Stuff like that, that completely ignores the current intent.

79
General D&D Discussion / Re: D&D 5e: For real this time?
« on: April 25, 2013, 01:18:18 PM »
My problem with it is that it speaks to me of a design philosophy I'm not a fan of, which I've already complained about. Removing feats and skills from the core game means that characters become much more cookie-cutter in style. "Putting emphasis on the abilities" sounds nice, but it doesn't offer you many character options for a given class unless they radically restructure them to include several selectable special abilities that cover every ability score. Backgrounds don't seem to offer options for customizing your character's combat abilities, although they're a welcome addition anyway. What that means is that after your first couple of games, characters are going to start feeling same-y. On top of that, you don't have the option of piecing a character together when your concept isn't met by a base class (and every single thing I read makes me feel less confident in multiclassing's potential to address this), nor do you have the option of finding interesting interactions and basing a character off of that.

So, obviously, you are going to want to move out of the Basic game after a game or two. Yay, everything's working as intended. Except the design space that feats and skills are allowed to explore is now heavily boxed in because of Basic. Presumably, they don't intend to print two books in between every cover. You aren't going to see a double-thick Monster Manual with Basic and Advanced versions of each monster. So you're left with two possible outcomes. They design material specifically for each type of game, therefore ensuring that there are simply adventures you can't have in one system or the other without heavy homebrew*, or they only print things for Basic, and the extra rules Advanced adds can't really add anything new to the game. Feats have to be so weak that half of them are useless (or that 2 of them combine to give you a +1 bonus on a common roll), and Skills look like they're going to be tacked-on and largely neglected.

Essentially, Basic is not a good game (it's too simplistic, but it's not built to the standard of elegance that a good, simple game requires, because that isn't how D&D works), and its design philosophy constrains what Advanced is able to do.

*Homebrew isn't bad, and I recognize that you'll often need to do a lot of it to run the adventure you want to, anyway. What I'm objecting to is the injection of unnecessary homebrew that could be avoided by a unified rules set.

80
Implying that there aren't powerful psionic powers that don't care about manifester level.

Implying that psionics don't have dozens of ways of easily increasing their PP reserves, if not fully recharing them whitout need to rest, meaning you can go nova every round every battle whitout a care on the world.

There are. What's your point? That doesn't stop there from being many bread-and-butter powers that do require investment. PP recharge is also high-op, not really the point here. If we're going high-op, then we're already done here. One or two of those combinations is enough to render recharging pointless - you don't need the entire thing, and you don't need Lycanthromancer's claim that the enemy has burned through half of his powerpoints. That bullshit was Core only, for reference. I'm deliberately avoiding splats, because "Wizards are more powerful because they got better splat support" really is a legit argument, it's just one that I don't think is sufficient to carry the day. Seriously, buddy, let's keep it sensible here.

Quote
UMD doesn't make item spells better than wizard spells. UMD burns your money to use. UMD doesn't come with its own alternate spellcasting system with a bunch of new powers to abuse and combo with your newly converted spells.
None of which matters when the argument being made is that Psionics is overpowered compared to magic because it can get magic's tricks, and magic can't get its. A single poorly-thought out rule does not define an entire system of play, no matter how badly it was written. Manipulate Form doesn't make Kobolds broken, either.

Quote
Implying that there aren't "sillier" combos in psionics, like transfering your mind to sandwiches, fusion/fission shenigans, etc, etc.

Anyway I'll point out that your best argument that "psionics aren't OP" is that "psionics holding back isn't automatically more OP than a vancian caster going all out".
No, my best argument is that psionics holding back isn't automatically less OP than vancian caster holding back, and psionics going all out is probably weaker than vancian caster going all out, provided you ban StP Erudite. Because I'm assuming, here, that you are capable of rational thought.

Which, for that matter, doesn't define The Mind's Eye material overall. We all know StP Erudite was a stupid rule. It was one ACF out of dozens of pages of new, useful rules, most of which were better balanced than Core spellcasters. Telling us that it's awful is not news, and telling us that it proves that the rest of the web material was also awful is just stupid.

If you really feel Psionics was OP, then introducing CPsi will only help your game. I really don't understand why you think it actually helps break psionics - how many gamebreakers from it do you see in play compared to XPH? Between fixing the DC scaling, subjecting Bludgeoning/Piercing/Slashing from powers to DR, limiting you to only a single Astral Construct, and tricking new players into thinking the Divine Mind is a PC class, you're pretty much left with energy damage type versatility and action economy as the only things psionics has going for it (and breaking the action economy is way less useful for a Psion played to his strengths in this environment than a Wizard played to hers).

We can also talk about Divine Casters' own particular screwups, if you want, but for the sake of simplicity I'm keeping my own arguments limited to Core Wizardry for now, and XPH only psionics unless I'm specifically addressing CPsi.

Where psionics is OP is in a low-op game, where Dodge and Toughness are acceptable feats and Fireball is how you clear a fucking room at level 10. There, ignoring ASF probably will have a significant impact on the game, and a psion's advantage in damage versatility is obvious and effective, at least once they have the powers. A monk's grapple is a serious risk to a spellcaster, so not needing components is tremendously helpful. This is what I was getting at before this whole argument. In a mid-op game, where you make good choices without dumpster diving, psionics is probably on par with spellcasting, with each holding to its own particular specialties. I'd reckon spellcasting has a slight edge, but psionics definitely reigns its own domains (at least within my source material restrictions), and it's a subjective matter. That's what I've been arguing, really, over the past few posts. At high-op, where Wizards are untouchable arcane superbeings commanding legions of what are essentially lesser gods, and Psions are casually wielding their unlimited powers over reality because they know they'll never run out, "who's more powerful" starts to lose meaning, but Wizards definitely have more bullshit available, if only because of their access to extraplanar nonsense.

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