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Messages - Maelphaxerazz

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101
D&D 3.5 and Pathfinder / Re: So whats with the hate for half elves?
« on: April 19, 2016, 02:41:21 PM »
Nobody ever truly hated half-elves. When people rate things low in handbooks, they aren't saying this is not cool, they are saying this is mechanically worse than other options. Unearthed Arcana even recommends just outright improving them, by giving them bonus skill points like a human. In fact, with that in mind, you could turn Half-Elf into a 1st level racial feat for humans.

Half-Elf [Racial]
Your mixed heritage gives you some of the abilities of an elf.
Prerequisite: Human, must have significant elven heritage (usually a parent)
Benefit: You gain low-light vision, immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects. In addition, you gain a +1 racial bonus on Listen, Search, and Spot checks and a +2 racial bonus on Diplomacy and Gather Information checks. You age as a half-elf instead of a human. For all effects related to race, you are considered an elf.
Special: This feat may only be taken at 1st level.

Voila! The half-elf is no longer a bad race and is instead a pretty good feat. Problem solved.

If you want to see a race people hate, you'll have to go to Dragonlance and look up the Kender.

102
Gaming Advice / Re: [PF] Winter Witch broken?
« on: April 18, 2016, 06:26:52 AM »
They should, of course, and perhaps they eventually will. What I am emphasizing isn't the excusing of the error. An error is an error, and some editor screwed up.

However, this sort of error is more comparable to a grammar mistake than a broken class. It is different from the math not adding up, or the designer creating something without realizing its wider implications. The designer made a 9/10 spellcasting progression prestige class, and forgot to add two words to the description of one class feature.

That difference is, namely, that it is obvious what the Winter Witch actually does, i.e. what the author had in mind when he wrote it. Sometimes the RAI is unclear; this is not one of those cases. It is not a house rule to use a class the way it was always used and was designed to be used. Paizo needs to be alerted of the mistake, but that alone is not enough to make a class broken.

I can see now that my previous post makes it sound like they're intentionally ignoring the error. I'll say it in a better way: the reason this errata did not put the additional two words in is that they did not even notice, and the reason they didn't notice is that nobody is using the Winter Witch that way and the text as is (though it has an error) already conveys the author's intent. Had it been a more serious error, they would have corrected it. Most people, reading Winter Witch's entry, would pass right over it.

103
Gaming Advice / Re: [PF] Winter Witch broken?
« on: April 18, 2016, 01:31:51 AM »
Yes Zook, it is. That is why I compared it to drowning-as-healing. Like the former example, a RAW reading of the text would lead one to conclude an absurdity. However, the designers are aware that the people reading the rules are other people, and not robots. There is no need for errata to state the obvious, whether it is that drowning does not heal you or that Winter Witchcraft does not give spellcasting levels on top of those given in the "spellcasting" column.

So yes, the printed text is an error. The reason they do not correct it in the errata is that they assume you are not stupid and can figure out what they mean. The Rules aren't a programming language, so it does not have "bugs" in that sense. As long as the reader can understand the meaning, it has done its job.

104
Gaming Advice / Re: [PF] Winter Witch broken?
« on: April 17, 2016, 05:56:02 PM »
I think it is pretty obvious that the Winter Witchcraft class feature does not affect casting level. If the author had intended the class to give double spellcasting level (which would be an exceptional decision not taken lightly), he would take pains to make it clear that it does. As it is, the only basis for Winter Witchcraft affecting spellcasting is that it doesn't explicitly say otherwise, and though perhaps it should, its kind of like the old "drown a person who is at -9 to heal him to 0" thing in 3.5. It is clear, from context, that Winter Witchcraft affects all the Witch stuff that is not her spellcasting.

Thus the winter witch is a 9/10 spellcasting prestige class, and not 19/10.

105
D&D 3.5 and Pathfinder / Re: So whats with the hate for half elves?
« on: April 17, 2016, 03:09:09 PM »
@ I.K., he's probably referring to how they're rated red in handbooks, i.e. they are a poor choice for every class.

106
Homebrew and House Rules (D&D) / Re: Replacing/Removing Feats Entirely
« on: April 14, 2016, 08:02:55 PM »
This is just a complaint he has about every WotC-era D&D. He also bitched about NWoD merits, even though he had no problem with the Advantages/Disadvantages system when we played L5R  :???.

I guess I didn't clarify - the reason I think he likes 13th Age's approach is that they don't throw a massive list of feats at you. Instead, you have a really short list of general feats, and then everything else is organized under the class or racial feature it improves.

It might also be that 13th Age doesn't engage in the Piddly Shit design ethos - there aren't prereq feats you are forced to take for no good reason, ya know?



I mean, if all I wanted to do is make him stop bitching, I'd just take the time to chop the Feat list down to size. I'm looking for ideas on how you'd replace feats entirely, because I'm curious at this point.
Well, apart from  getting rid of piddly shit prereq feats (a change I heartily recommend), it sounds like your friend's issue is less with feats and more with how feats are organized. After all, you can take the General feat list and subdivide it into feats that improve skills, feats that improve attacks, feats that improve defences, feats that improve spellcasting, feats that improve particular class features, and so on, and thus have something similar to 13th.

But as for replacing feats entirely, you could go the 5e route and make everything an ability check, and replace feats with increases to ability scores. In 3.5 +1 to ability score is already available as an Epic feat choice, but perhaps it would work fine as a non-epic one.

107
General D&D Discussion / Re: Popularity of 3.5E/PF over 4E/5E
« on: April 13, 2016, 02:56:37 PM »
Thank you, Necro, for the research. Looks like Pathfinder is still king after all.

108
Gaming Advice / Re: How many Prestige Classes all together?
« on: April 13, 2016, 10:12:43 AM »
However, after you subtract duplicates you could add Dragon Magazine prestige classes that weren't reprinted.

109
General D&D Discussion / Re: Popularity of 3.5E/PF over 4E/5E
« on: April 12, 2016, 10:37:43 PM »
I am not certain if 3.5 and Pathfinder are still more popular than 5e, since I have not seen any stats for 2016. To be honest, they probably probably are not: from what I've seen (anecdotes, but who cares), 5e has caught on. However, there are still a significant number of people who prefer 3.5 or Pathfinder over 5e, and I do not think that it is because they're unwilling to change. "Resistant to change" has always been a slur from those who like newer things at those who like older things, and it is hardly ever true. After all, people who play RPGs also do other things that are much more different than switching from one RPG to another. If they stick to one tabletop RPG, they always have reasons for doing so.

For me, 5e is okay and I can get behind some of the ideas in it. However, I prefer 3.5's skill system, feats and magic, and I've never been fond of advantage/disadvantage as a mechanic, or of 5e's proficiency system. Furthermore it would take years for 5e to have the breadth of content that 3.5 players enjoy, and I don't think WotC even wants to do that.

On top of that, any new game has to compete not only with the printed version of an older game, but also with all the mods people made to it. Too much has been made of the so-called Oberoni Fallacy; I think "it can be houseruled" is a valid answer because people do houserule, and some things are easier to change than others. Edition wars are pointless because there is no way to compare two games until you sit at one another's table and see how they play the game, not just compare books. This does not only cover houserules, either: the handbooks on this board, Giant in the Playground, and the late WotC boards all affect how D&D is played, as people can obtain "system mastery" quickly and without cost.

In the digital era, it is hard to track what is most popular. Book sales can no longer be used to track a game's spread, because Pathfinder is almost entirely given away for free with its SRD. 3.5 gets similar treatment with D&Dtools, 4e has its character builder, and for any game (D&D or otherwise) the number of pirates exceeds the number of book buyers. A way to stat games is to track which are played online using the virtual tabletops and hope it is a representative sample. Apart from that, I don't know. But I do know that each edition has its own fans and, instead of reuniting the fanbase, 5e has created just another branch.

There's stolid and austere OSR, with its limited rules and distinct playstyle. There's the constantly-morphing chimera of AD&D, with its disunited mechanics and decades-long hodgepodge experimentation. There's the gargantuan 3.PF, with relentless growth built around a single core mechanic. There's firm and dependable 4e, with its separation between fluff and mechanics and its single pattern. And now there's 5e, with some of the limits of OSR with some of the style of 3.PF, forging its own path for those that want an easy-to learn fantasy game with heroic scope. The winner is the player, the loser is anybody who hopes to make money off this industry where the niches are too small and every purchase is an act of charity.

110
Gaming Advice / Re: animater dead errata
« on: April 12, 2016, 04:07:21 PM »
I can't agree with Frank and K's Tome of Necromancy on this one. For one, Evil does not imply active malice. An Evil character is still Evil even when not doing anything, and in fact there are Evil characters who do nothing but Good things (e.g. a converted succubus paladin does not lose its Evil subtype and is therefore both Evil and Good). Furthermore, alignment does not require moral agency. An unintelligent Evil magic item is still Evil even though it cannot think or even move on its own. Finally, Neutral does not imply not wanting to kill everything around, as a berserk golem readily demonstrates, or a badger with rabies. So the logic behind Frank and K's alignment thoughts is inconsistent with the rules in general. The Monster Manual entry is sound: mindless undead are Evil because they are created by Evil magic just like an Evil magic item, and the negative energy aspect is not that important.

Therefore, we can trust what the Monster Manual says on the subject, which is that they do whatever they were last ordered to do. In the case of a necromancer losing control, if he had already ordered his skeletons and zombies to attack, then they would keep fighting until either they or the adventurers are dead or out of sight. Libris Mortis page 137 (under "zombies") further clarifies that if they hadn't been given some other command, they attack any visible foe. I don't know where it is written, but mindless undead also never attack other undead unless ordered to do so or attacked by that undead first (that's the point of the Lichloved feat).

In conclusion, this is what happens to undead when their master cannot control them:
   •  If they were not ordered to do something, they attack the nearest visible living thing, or anything that is currently attacking them.
   •  If they are currently executing an order, they keep doing that. In your example, where they keep approaching the bad guys, I would rule that they would defend themselves if said bad guys attack them (as fist to the face is certainly an "approach"), but if anything else showed up to the scene and start attacking the undead while they're approaching the targets selected by the necromancer, they would ignore the attacks and keep going after the things last ordered.

111
D&D 3.5 and Pathfinder / Not dangerous at all!
« on: April 05, 2016, 07:03:46 PM »
Short version: you have nothing to worry about.

These are the base classes with a d8 hit die: Cleric, Battle Sorcerer, Death Master, Mystic, Favoured Soul, Druid, Spirit Shaman, Binder, Duskblade, Psychic Warrior, Totemist, Dragonfire Adept, Ranger, Marshal, Healer, Monk, Factotum, Swordsage, Savant, Scout, Battle Dancer, Warrior, Aristocrat, and Noble.

  • The Cleric, Battle Sorcerer, Death Master, Mystic and Favoured Soul have this to say about their HP total:



  • If Druid or Spirit Shaman, see above but replace "skeletons" with BEARS.
(click to show/hide)
  • Same with the Binder, except the bears are pseudonatural.

  • The Duskblade and Psychic Warrior can tank thanks to armour and buff spells/powers. The Totemist has some good defensive soulmelds to choose from.
  • The Dragonfire Adept is chilling out on the edge of the field breathing fire and spamming invocations: no need to go into melee.
  • The Ranger could be a Mystic Ranger and/or wild shape variant and thus be Druid #2: Electric Boogaloo.
  • The marshal's job is to stand there and wait while the rest of the party does the actual work, and maybe make a ranged attack now and again to pretend he's participating.
  • The Healer is protected by the Geneva Convention.
  • With the right alternative class features, the monk is invisible all the time.
  • The Factotum has Cunning Defence, Cunning Dodge, and a bit of magic: he'll be fine.
  • The Swordsage has AC bonus and neat manoeuvres and stances to keep him safe in combat, while the Savant, Scout and Battle Dancer will at some point realize they're mistaken and were actually Factotums and Swordsages all along.
Meanwhile the Warrior, Aristocrat and Noble figure out that they are NPCs and aren't in this party at all.

So in summary: you'll be fine. Generally, the d8 classes have more going for them than d10 classes. You have enough hit points to take a couple of hits, and enough other things to protect you that you don't need more hit points.

112
(click to show/hide)
I think the question fits within the parameters of the spell, since this is an activity that would occur within one week. It is mistaken, but still clear enough for the deity to understand what they are talking about.

As such, the answer would be "Identify it you dolts" or a cryptic rhyme that says something like it.

113
General D&D Discussion / Re: D&D Collection & Labels
« on: March 29, 2016, 06:35:50 PM »
ADMG's suggestion is sound, but I'd recommend a slight variation: instead of labelling the books with their acronym, label them with a broader category. For example, the Monster Manual already has "Monster Manual" on its spine so there isn't any need to put MM on it, though it would be good to place it with other monster books (like Fiend Folio).

The way to sort them depends on how you use them. How open are you to using 3rd party material? If you are very open to it, then it is better to place them with their nearest 1st party equivalent,  while if you are less open to it then the books should be sorted by publisher.  Likewise, how often do you port Pathfinder material into 3.5 and vice-versa, and how often you use setting material outside of its setting. If your goal is more to serve your borrowers, then instead substitute their preferences for your own: for example, if you use a variety of 3rd party material but your borrowers almost always stick to 1st party or a narrow group of publishers, then it is best to divide it by publisher, or if you use Eberron material only in Eberron but your borrowers all use homebrewed settings it would make more sense to place Races of Eberron beside the other Races books rather than beside the other Eberron books.

114
General D&D Discussion / Re: D&D Collection & Labels
« on: March 28, 2016, 03:05:25 PM »
A good way to do labels is to print them on ordinary paper, then tape them on with clear tape. That way only a small amount of "sticky surface" is actually adhering to the book: the little bit of tape around the edges of the label. This is easy to remove and clean if you later want to sell the books or change your labels.

115
There is the Spell Points variant from Unearthed Arcana. It is not fire-and-forget, and therefore it is not Vancian. Then there is the Recharge Magic variant, which is sort of un-Vancian. Since both variants have access to the same spells as core spellcasting, they are as versatile (or more) than Vancian casters.

116
Never looked up Alternative Source, because finding pdfs of Dragon Magazine is next to impossible
Depends on where you look.

117
Min/Max 3.x / Re: Fighter vs Wizard Power Growth
« on: March 25, 2016, 02:40:03 PM »
If you chose a high estimate of feat = 2nd level spells, the fighter line's height is obviously doubled. This puts fighters' progression just below the wizard one at level 8. Does anyone feel the need for me to recreate such a picture? I can imagine it very easily. The shape doesn't change, just the f(x) = g(x) point.
That covers part of my original point, but not all of it. The first feat in a typical feat chain is about equivalent to a second level spell, yes: however, the higher feats in the feat chain are worth more. Even in a low-optimization environment, fighters tend to pick feats higher up in the same feat chain rather than the start of another feat chain, if possible. So the first feat a fighter takes would be equivalent to a 2nd level spell, but the second and third would be higher. This continues until he completes the feat chain and must start another one. Thus the shape would be an upward-rising curve, followed by a plateau and then another upward-rising curve.

118
Min/Max 3.x / Re: Fighter vs Wizard Power Growth
« on: March 23, 2016, 03:51:45 PM »
SorO, it is you who missed the point, and not I.

Weapon focus increases your chance to hit with a certain weapon. This is valuable to the fighter because that hit deals damage. Any effect that increases the amount of damage that extra hit will deal makes that extra hit that much more useful. If you need that broken down into simpler terms, here you go:

1. Weapon focus improves your chance to hit with a certain type of weapon. This is valuable because you deal damage more often.
2. Weapon Specialization increases the amount of damage you deal.
3. Thus, whereas before you took Weapon Specialization the extra hit dealt X amount of damage, now it deals X+2, thus the benefit of Weapon Focus is greater than it was before, because the additional hits it gives you are more meaningful.


Breaking it down further: target has AC 10, you deal 1d10 damage on a hit and your AB is 1. You deal damage on a roll of 9 or higher, so your average damage is 11/20*5.5=3.025. If your AB is 1 higher, your average damage increases by 0.275, while if your damage per hit is 2 higher your average damage increases by 1.1. However, if your AB is one higher and your average damage per hit is two higher, then your average damage increases by 1.475. This is greater than 1.1+0.275. This demonstrates both how two feats can work together to be more than the sum of their parts, and how weaker feats are prerequisites for stronger feats. Both factors make feats non-linear. It is feat+feat+feat only if the feats do not have synergy. Weapon Focus + Skill Focus (Diplomacy) is feat+feat. Weapon Focus+Weapon Specialisation is (feat+feat)*synergy factor.

And please, do not mischaracterize my post as "pro-fighter". Nobody is pro-fighter here, the fighter is a bad class and it is much weaker than a wizard. However, what PlzBreakMyCampaign is trying to do is express the power difference in numbers, and that is only valid if one takes into account how feats work.

119
I think the real problem with using "steel pieces" is that the D&D Piece is not so much a coin as a unit of weight: 1/50th of a pound. Gold pieces are gold pieces only for ease of counting: as explained on page 112 of the Player's Handbook, a pound of gold is worth 50gp regardless of what form it takes, whether 50 coins or a bar. So if steel were used as currency like pieces, it would be traded directly as weapons, and those weapons would be weighed. Furthermore, the cost of any weapon would be proportional to how much steel it contains, as the steel itself would be the most valuable part of the weapon. This is not reflected in Dragonlance's weapon prices.

120
Min/Max 3.x / Re: Fighter vs Wizard Power Growth
« on: March 22, 2016, 11:25:17 AM »
Like if you shift just a hair to either side it can be said Weapon Specialization doesn't improve Weapon Focus because in all honesty it doesn't.
It does. A +2 to damage means that each individual hit that Weapon Focus gives you (that is, each hit that you would not have hit if you had not taken Weapon Focus) deals two more damage than it would have without Weapon Specialization. Thus when you take Weapon Specialization, the benefits of Weapon Focus are (marginally) more useful.

It doesn't improve Weapon Focus very much, but it does improve it.

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