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Messages - Maelphaxerazz

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81
Gaming Advice / Re: Classes that change creature types
« on: September 20, 2016, 04:12:32 PM »
There are rules for templates, and since templates can be turned to classes (see the Savage Progressions articles), class-based type changes work the same way.

For more rules, there's the Type Pyramid in Savage Species 143, which basically says that some types do not get overridden by some other types. As far as I can tell, no one has ever actually used the type pyramid, but its there if you want it.

To your example problems: using the Type Pyramid, that warforged would remain a Construct (as Construct is higher in the type pyramid than Plant). On the other hand, if you do not use the type pyramid his type would become Plant. There's no such thing as a Plant Construct, but instead it would be a Plant (augmented construct).

Whether the Type Pyramid is used or not, a Necropolitan Alienist would become an Outsider (augmented undead).

82
D&D 3.5 and Pathfinder / Re: Is Warlock broken?
« on: September 18, 2016, 09:22:59 PM »
Do you see why I brought up Hold Person as an example of how SorO's claim that "any debate about the rules is always ignoring the rules" is basically nonsense?
It THAT is what it is about, then I agree with you. I do not believe that any debate about the rules is always ignoring the rules, because I believe rules are inherently debatable. The problem, in my view, is when people dismiss the FAQ out of hand, even though it is usually right.

As for Nausea: I'm surprised that this one is your favourite, since it is plenty obvious that Freedom of Movement does not cure nausea. That would be silly.


Sure, entirely possible. But the fact remains that the person answering our questions doesn't necessarily know what they're talking about. And, beyond that trust issue, mistakes like this one raise a lot of hard questions. Why would the FAQ have rule altering power over the normal books, and not have it over the errata? And, the other way, if the FAQ doesn't have the ability to alter the errata, then why would it have the power to alter the books? To what extent can it alter the books? If the books are unambiguous about something stupid, like monks lacking proficiency with their unarmed strikes, and the FAQ says otherwise (which it might, but I don't recall), then do we call that a "good ruling" because it squares with intent, or do we ignore that ruling like we would for the arcane thesis entry? Where do we draw the line between a good ruling and one that should be ignored, and how do we systematize those differences in a way that squares with actually being rules?

Mistakes make things weird, in other words. They force us to consider that other things might be mistakes, and they blur the line between rule change and weird inaccuracy. As Chemus noted, with errata, you know where you stand. The errata always wins, because it has ultimate correction power. With the FAQ, anything could mean anything. And that's a lot of why someone wouldn't want the FAQ as a source of rules at all. Because it creates some really complicated problems that lack RAW solutions.
I agree with a lot of that. The thing is, I do not expect the rules to always have a RAW answer, because they don't. You will not be free of RAW failures if you get rid of the FAQ, and in fact you'll have more, because the FAQ solves more problems than it causes.

Problems are only really complicated because the CO community started treating D&D rules like a programming language. That's probably why WotC felt the need for the fluff/crunch separation and strict formatting in 4e: people's rules-lawyering was getting out of hand. But 3.5 remains the same, and if you expect everything to have a universally-agreed-upon RAW answer, too bad: you will not get it. My answer to all those hard questions is this: you will have to think and implement what is best for the game. That is something you should be doing with any rule, whether FAQ or errata or printed book, because any rule could be in error. The final answer will be the one that makes the most sense, which may or may not be the one in the book or errata or FAQ. Consider all the sources, including the FAQ, and make a rational decision. It does not have to be the same as at every table, because it not Rules As Played Everywhere.

83
D&D 3.5 and Pathfinder / Re: Is Warlock broken?
« on: September 18, 2016, 08:02:10 PM »
The Sage is making recommendations throughout the FAQ;
I disagree. The way this is placed, he is making a recommendation in this instance. If his words at the end of the Freedom of Movement question were meant to be applied to the entire FAQ, it would either say so, or be in the introduction to the FAQ, or included with every question. He is explicitly making Freedom of Movement more restrictive than it would be otherwise, in order to make it more clear. He is not saying that the entire FAQ is the same.

And no, he makes no error in saying Hold Person does not allow any actions. The quote from the description of Paralysis says "A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions." The quote from Hold Person says "It is aware and breathes normally but cannot take any actions, even speech." While I think Hold Person should just be paralysis, that isn't what the spell description actually says.

As for Eggy: I'm sure that is simply because he'd not known it was errata'd (or maybe answered the question before the errata was made), and was giving an accurate explanation of the pre-errata'd rule.

And to Kaelik: this is a case of specific trumps general, within a single spell. It says that the person affected by Hold Person
1. is paralized,
2. cannot take any actions
3. may take another saving throw as a full-round action each round on his turn
So, the specific that he may take this full-round action trumps the general that he cannot take any actions. So, a person affected by Hold Person may take that full-round action and no other action whatsoever. And that's all within the spell text, no external sources required.

As for physical vs mental, that is not such an arduous task. Stun says you can't take any actions: unlike paralysis, which says you can take purely mental actions. That you cannot take mental actions shows that it is not a purely physical impediment. So, the author's use of Hold Person is apt: Hold Person and the Stunned condition both prevent you from taking any actions, physical or mental, and so are beyond Freedom of Movement's ability to help.

EDIT: and while we're at it, we should talk about tone. Just because I did not quote the entire spell, does not mean I did not read it. You assuming other people are less than yourself is not going to get you anywhere. I am not hostile to you, so please, try to be civil.

84
D&D 3.5 and Pathfinder / Re: Is Warlock broken?
« on: September 18, 2016, 06:32:06 PM »
The job of all rules is answering questions, and all the rulebooks are subject to error. There is no inerrant, God-designed D&D we are trying to discover by sifting the holy words.* Therefore trust is never the issue.

I agree with Kaelik's assessment that we should only implement FAQ rulings if they are good, yet our differences come out when I say that the rules work the exact same way. The FAQ functions just like the rules: it is usually right, and sometimes wrong: yet looking at it as something less than that makes it nothing at all. If you can never trust the FAQ to be right, then you can never give a decent answer to questions like Xelights'. In this thread's case, the original source made a person hopelessly confused, while the FAQ made it right, thus proving that the FAQ is as good as rules. Probably better, since it is building on top of the rules and was written after the rules got their "field testing". 

You didn't answer the question, either: which part of the FAQ did you find confusing? Or modifying to current words, which parts did you find in error? Because I'm getting the feeling of hearsay, or making mountains out of molehills.

*Clarifying further, since tone doesn't carry: that was a joke.

85
D&D 3.5 and Pathfinder / Re: Is Warlock broken?
« on: September 18, 2016, 06:02:24 PM »
It hasn't failed utterly, Eggy. If it had failed utterly, then it would not be able to answer Xelights' question. The FAQ fulfilled its purpose: the rules are clearer with the FAQ than without it, both in the cases where it points out existing rules and where it writes new ones. The fact that the FAQ is not inerrant does not change this: it clarifies far more than it obscures.

Which part of the FAQ, exactly, makes you confused?

86
D&D 3.5 and Pathfinder / Re: Is Warlock broken?
« on: September 18, 2016, 05:32:59 PM »
I see. Yet none of those answers hold true in this case: the FAQ clearly answered Xelights's question, and it would be a visible improvement to his game (one with a functional warlock instead of a broken one). And, because of the argument that the FAQ holds no authority, Xelights ended with a non-answer.

To Chemus: Some of the FAQ's answers are done by referencing the rules, as you said. In others, however, there's no clear conclusion in the rules, or the rules lead one to conclude an absurdity, so the FAQ says something that is not there in the rules, and does not always use rules to back that up. Thus, by the same line of thought you were saying, the FAQ does take precedence.

To Kaelik: the FAQ was written by people who work for WotC, and were among those people who inputted in the creation of the rulebooks. Thus their additions are an extension of that same many-people process: it isn't that the FAQ is made by one and the books were made by many, it is that the FAQ is further work in the same line as the rulebooks.
The idea that it has no person looking over their shoulder is nonsense: the FAQ gets read by thousands, and had updates: if it really did contradict what the editors wanted, the editors would say so. The Freedom of Movement example is a good one: Freedom of Movement is, in fact, too broad and unclear in its intent, and clarifying that it does not affect [mind-affecting] spells or petrification is a good improvement to the game. If your hang-up is over the segment "not spells that stop you from taking any action, as hold person does", on page 82, then your hang-up should not be with the FAQ but with the SRD, which says, and I quote:
Quote from: SRD, Hold Person spell description
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech.

To Eggy: the thing is, the actual rulebooks have multiple cases where they are objectively wrong! They reference each other, they reference themselves, they have examples that are wrong and statblocks that weren't calculated correctly, and sometimes outright rules texts that are clearly in error but were never corrected. If one only accepts sources that have no errors, then one would have to drop D&D as a game altogether. As I said earlier, the law of common sense comes in to play. It is usually clear when a source (ANY source) has something that was a simple oversight.

87
D&D 3.5 and Pathfinder / Re: Is Warlock broken?
« on: September 18, 2016, 04:29:37 PM »
I think I need some historical context. Is there any particular reason to ignore the FAQ? I don't mean "are there builds that ignore the FAQ or groups that ignore the FAQ," since I am sure there are, but unless somebody at WotC outright said that the FAQ should be ignored, then it shouldn't be. Because if the FAQ was not meant to be used, then why on Earth would Wizards of the Coast even write it?

If someone chooses to ignore what was intended to be used, couldn't one also ignore whatever else, including the PHB? If the designers say that this is how the rules are supposed to work, then you can be sure that this is, in fact, how the rules are supposed to work.

D&D is a game written for ordinary folk, not software programs. The Law of Common Sense should come into play at some point.

88
Homebrew and House Rules (D&D) / Re: A Question vis-a-vis Fighter Feats
« on: September 18, 2016, 03:44:41 PM »
My point is that, say, Great Cleave with no prereqs besides Power Attack would still be completely balanced at 1st level, since you only have so much reach and damage.
You could remove Power Attack from its prerequisites as well. I would recommend having Power Attack as prerequisite only for feats that directly reference Power Attack (the way Shock Trooper does). Power Attack is a damage bonus that works best for people who like to do calculus on the table, and isn't in itself a particularly interesting feat. Everybody takes it because it is a prerequisite for other feats, but if you remove it from the prerequisites, then the only people who will take it are people who want the Power Attack feat itself, and not people who want all those other feats.

89
Homebrew and House Rules (D&D) / Re: A Question vis-a-vis Fighter Feats
« on: September 18, 2016, 12:58:01 PM »
Rage is separate from "the most HP": there are more than one class that has or can get Rage, and not all of them have the most HP, so clearly they're two different features that may be applied to the same class.

The point isn't "the barbarian does not really have the most HP" (though of course he does not). Rather, it was "the barbarian is not defined by having the most HP, and having the most hp is not important."

90
Homebrew and House Rules (D&D) / Re: A Question vis-a-vis Fighter Feats
« on: September 18, 2016, 12:41:52 PM »
The trouble with HP is that it barely qualifies as a "thing" at all. Hardly two people agree on what exactly HP represents, and no-one will see one more or one less HP per level as a highlighting, character-defining difference. That's all d12 vs d10 is: 1 HP per level. Equivalent to a single feat. A feat that is on the Fighter feat list no less, so a Fighter who takes it has already taken that "thing".

The Barbarian's HP total is not its thing, because the HP total is only an unmemorable number. When you ask someone what a Barbarian is in D&D, they won't tell you "its that one with the biggest hit die!" They'll tell you it is the one with Rage.

I think that's why they made the Warblade (which is a Fighter replacement in all but name) d12. At first, they thought the same as what you said: that there should be space for classes with the most HP but easy to hit. Then, as the game progressed, they realised that passive numeric bonuses to a defence can never define a class.

91
Homebrew and House Rules (D&D) / Re: A Question vis-a-vis Fighter Feats
« on: September 18, 2016, 11:45:36 AM »
Another option is to simply remove the boring stuff, especially from the prerequisites of other feats. Nobody actually likes the Dodge feat, for example, since it is tedious to track the +1 AC vs 1 opponent. The Toughness feat is just a number: the feats with Toughness as a prerequisite aren't that great*, and if the goal was to give the Fighter more HP you could easily give Fighters a d12 hit die like a barbarian or a warblade. While the Designers did not want the good stuff to come right away, we don't have to follow that. While removing boring feats from prerequisites would benefit everyone and not just the Fighter, it would benefit the Fighter and his mundane buddies more, since spellcasters don't usually care about combat feats.

*the exception to the shoddiness of Toughness feat chains is Troll Blooded, but that one is so good it should cost more than one feat by itself.

In addition to shortening feat chains by removing the boring parts, you could give the Fighter ToB manoeuvers and Ranger-level skill points, or even Rogue-level skill points and skills, since skills are mostly used out of combat. Then you have feats which are not boring, fancy tricks for combat, AND something to do out of combat as well.

92
Gaming Advice / Re: [3.5] Why is Cloud Anchorite a low Will class?
« on: July 20, 2016, 08:18:40 AM »
I think we will never know the answer to most of our questions about 3.5's design process. Just treat the Cloud Anchorite as a full BAB, all good saves, d12 hit die, 8+int skill points class: it won't break the game, and your player will appreciate it.

Or, if you are the player, ask your GM to do so, and if he says no, play a Cleric.

93
D&D 3.5 and Pathfinder / Re: alt Tiers definition (?)
« on: July 14, 2016, 04:19:51 PM »
I appreciate the tiers in how they've created a mutually-understood jargon for 3.5 gamers. However, I do find them not always accurate, and I also think there are too many tiers. I think it comes down to how people have thought too much about tiers, until the difference in class power was blown completely out of proportion.

For example, consider Sorcerer and Beguiler. Sorcerer is considered Tier 2 and Beguiler is Tier 3 – yet at 20th level, the Sorcerer knows 34 spells while the Beguiler knows 113. They're good spells, too: a lot of them are ones sorcerers would want to pick, and five are from Advanced Learning so you pick them yourself. And that's where the gap is narrowest, because the sorcerer gains his spells one at a time while the beguiler gets them all as soon as he reaches the new spell level (with the exception of Advanced Learning spells). To make matters worse for the sorcerer, the Beguiler has 6 skill points per level and actual class features. Thus the Sorcerer should be in the same tier as the Beguiler or lower, except in those specific cases where the sorcerer chooses spells that make up for the lack. Once we get into specific builds like that, we start noticing that there are many ways to gain spells known from another spell list, and other examples and counterexamples.

I could go on with other examples, but my point is this: the difference in power and versatility between the tiers is not that great. The tier system helped communicate the message that the balance issues in 3.5 could be worked around, but it obscured the other message that the balance issues were never that big in the first place.

94
All the talk over the years about class balance in 3.5 can be summed up like this: if you're playing a class tier 3 or above, you are this:
(click to show/hide)
While if you are playing tier 4 or below, you are this:
(click to show/hide)

Many have addressed this in a gorillion different ways, but what if you don't want to read all that? Maybe you like the aesthetics and "feel" of the original classes, maybe you don't want to make drastic changes to your existing campaigns. Or maybe you are just really, really lazy.

Enter the AML&PIBFE, which could probably get a name that makes a funny acronym, but I could not be arsed! Here we go:

Any class that is tier 4 or below gets full BAB, d12 hit dice, all three good saves, 8+int skill points per level, all skills as class, and 6d8x10 starting GP.

That's like the Fighter, the Barbarian, the Monk, the Rogue, the Savant, and the Aristocrat, respectively; none of which are particularly impressive in their normal form, but put bits of them together like Voltron and you get... something, I guess? With each of the baseline "numbers" increased to the upper range of standard, everyone gains something, and is distinguished by their class features alone (rather than by their chassis). It is a noticeable increase in power, but should not increase anything to tier 3 because it does not affect spells, powers, or equivalent special abilities, which are what make upper-tiers what they are.

Now, mostly this is just for fun, but what effect do you think such a change would have on your games, or the games of those you know?

95
D&D 3.5 and Pathfinder / Re: A Bard that doesn't inspire courage
« on: May 23, 2016, 08:59:01 AM »
If you do not want to inspire but rather want a dancing character in general, there are a number of classes and feats related to dance.

Base class: Battle Dancer. Its terrible, but fluff-appropriate. Perhaps your DM would be willing to modify it to increase its power level. My "lazy man's fix" is to give it skill points and class skills as per Rogue, saves as per Monk, and a d10 hit die, all of which makes sense for the class and would bump it up to a solid tier 4.

Prestige classes:
Astral Dancer (too plane-specific)
Blade Dancer
Cloaked Dancer
Dervish
Shadowdancer
Or, if you want to go a spellcasting route (likely using Cleric as the base class):
Sword Dancer (must be an Elf)
Spelldancer

Feats:
Cloak Dance (if you can't spare a feat, try the skill trick version, Shrouded Dance)
Dancing Blade
Path of Shadows (Kalashtar, appropriate for a spellcasting dancer)
Dancing with Shadows

96
Homebrew and House Rules (D&D) / Re: The Bane Special Ability
« on: May 02, 2016, 09:37:03 PM »
People would meet it with approval. immediately and without question. That sounds a lot more cool and fun than another +2 to attacks and damage.

97
Gaming Advice / Re: [PF] Stylized shenanigans
« on: April 26, 2016, 10:20:41 PM »
You wouldn't be able to make Grease look like Heightened Create Water because Stylized Spell disguises the spell "as another spell of the same school and subschool with the same descriptors." Create Water has the Water descriptor, while Grease does not. Likewise for Scare and Animate Dead: Scare has the Fear descriptor, Animate Dead has the Evil descriptor.

However, there are plenty of combinations that make just as little sense. A Grease spell that looks like Obscuring Mist is a good example: anything that looks like obscuring mist is obscuring mist, because its visual effect is its entire purpose. Likewise, an Animate Dead spell can be made to look like Contagion.

The existing Ruse spells are all visually similar to the spell they're disguised as. For example: False Resurrection possesses a body with a shadow demon, but the body still looks and walks around as if alive. Therefore I think this metamagic should be carefully adjudicated by the DM to keep it in line with what can plausibly pass for one another. Otherwise, Stylized Spell is effectively a very powerful illusion effect with no Will save to disbelieve.

98
Gaming Advice / Re: feeding vampire
« on: April 26, 2016, 05:33:29 PM »
The Vampire monster manual entry does not specify how long the temporary HP from blood drain last, but Libris Mortis says that they last 1 hour. With that in mind, you have to consider how many victims it can catch in an hour.

Theoretically it could have a whole dungeon full of victims stacked like cordwood and drain 120 victims one after the other. But that wouldn't be "random civilians", and I'd rule against that because there's probably a physical limit to how much blood it can drain in a short time, even if there are no rules for it. A vampire with 120 victims' worth of blood in it would look like a massive blood balloon.

So a more reasonable number is 100 hp. That's 5 victims' worth: a typical victim has 10 constitution, and the blood drain attack deals 1d4 to con. The vampire could easily find five victims on short notice: a group of homeless people around a fire, a normal family, a group of sailors at a small pub late at night, or something similar that can be killed without drawing too much attention.

99
Homebrew and House Rules (D&D) / Re: The Problem With Skills
« on: April 25, 2016, 12:02:00 PM »
That, and potentially Knowledge. Being educated could make sense as a background trade, but Knowledge skills can have a pretty tangible effect in combat.
They can, but should they? I don't think how Knowledge works right now is good for the game.

A PC approaches a monster, and the player recognizes the hints the DM dropped. Only comes out at night or when overcast... noble's house with windows shuttered, and no mirror to be found... he approaches the creature, AND! fails the Knowledge (religion) check, so must pretend he does not know it is a vampire. Its just as bad the other way around, too. The PCs are surprised by the Bugblatter Beast of Traal, and the guy with Knowledge (nature) rolls high, so the DM must stop and explain what this thing's weaknesses are, and the player starts making battle plans OOC because in-game the PC knew what the beast was all along, and recognized it from his prior studies.

I recommend removing Knowledge altogether, and let the DM decide what the PCs should know, as appropriate to his campaign. If the setting's religions, nobility & royalty, history, local culture, or whatever is relevant to the plot, the DM will give his setting document to the players and if the player remembers a detail from it during a game session he may use it, no roll required. Likewise any sourcebook has an in-universe Equivalent, so if the players can know it the PCs can know it too. If the DM wants something to be a secret, he won't share it with the PCs, and if the DM wants to leave it up to chance Gather Information can be used as a substitute for the occasional use of Knowledge. The knowledge skill uses that aren't "know about X" are folded into other skills, and things that give Knowledge bonuses or bonuses based on Knowledge get removed or replaced.

2. Cut some excessive skill choices for "flavor".
Another option is to have two pools of skills. One could be close to what they are now, called Skills, and the other could be the more flavor-oriented ones, called Trades. This would allow people to put some mechanical representation of the fact that they have a background in hunting, blacksmithing, or underwater basket weaving on their character sheet without dipping into the same pool that fuels Knowledge, Concentration, and UMD.
Yet another option is to eliminate "fields". For example, instead of Craft, Profession and Perform, I use just two skills: Trades and Performer. Trades covers whatever sorts of background professions the character has: a PC tradesman can be the butcher, the baker, and the candlestick maker at no extra cost, and if the PC tradesman wants to acquire a trade he didn't already practice in the background, he roleplays out an appropriate training sequence and adds it to his list at no cost. Likewise, a Performer can know how to play string instruments, wind instruments, dance and sing as a single skill, or whatever else he uses in his performance. This is simpler than using two pools of skills, and I think the combined skills are useful enough to compare with adventuring skills.

- - - - - - - - - -  - - - - - - - - - -  - - - - - - - - - -  - - - - - - - - - -  - - - - - - - - - -  - - - - - - - - - -  - - - - - - - - - -  - - - - - - - - - -  - - - - - - - - - -

My own approach to skills is to combine skills into a shorter list (23 skills), and to give everyone the same number of skill points per level (5) no matter their class or int score, and eliminate the class/cross-class distinction (everything's a class skill for everybody). Thus skills are effectively separate from the class system, and nobody is shafted.

100
Off Topic Fun / Re: Worst 5 words a DM can hear
« on: April 24, 2016, 12:09:20 PM »
"You're gonna be DM forever."

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