Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - YouLostMe

Pages: [1] 2 3 4
1
I really like these.

Feedback:

Power Attack / Called Shot: I like systematizing this tradeoff. One thing that bugs me is that you can't make lesser tradeoffs as your proficiency bonus goes up. So at level 4 you can make a -2/+4 trade, but at level 5 you must make a -3/+6 trade, even if a -2/+4 would be more efficient here. But letting players choose from a range of penalties sounds like it's going to slow down the game unnecessarily... I'm not sure what I would recommend here, it just doesn't sit so well with me.

GWM: I feel like 90% of the power of this feat was the -5/+10 trade. Making it a half-feat alleviates some of the pain, but most players are going to be looking for bA actions from other sources like PAM. I think this feat should be opened up a little, either by making the attack free (would need a 1/turn restriction) or by increasing the rate at which the effect can be triggered.

Class Changes: Not that I disagree with these, but a lot of the changes here both more complex than I would want from a houserule set while also not being sufficient to cover the various underperforming player features. There's a lot of stuff going on here for the Monk and Rogue, and big changes to the Wo4E and Alchemist. But now it feels like the Barbarian is left out at mid/high levels, and weaker subclasses like Storm Herald, Champion, Undying.

This isn't to say "y u no fix champion". Re-balancing a lot of the low end classes & subclasses is just a ton of work, and I think you're either going to have classes missing from your personal fixes OR your simple houserules will balloon in size and become not-so-simple. I think it would be better to divide your houserules into 2 buckets: systemic fixes meant to get the most value out of a single line of text, and detailed fixes for sprucing up underperforming subclasses.

Ability Scores: What's the thought behind 27 pb / max 17 array?

2
It looks like your solution to the dearth of high-level effects produced by this system is to write a list of combinations that can produce those effects. So the costs of this system seem to be:
  • Someone needs to write out enormous tables of interactions in order to produce the spell effects that would be considered par at high levels.
  • Players will need to reference said enormous table when they try to cast their spells.
  • Someone will likely minmax the hell out of the system and produce crazy broken things, while someone else could pick bad combinations and perform abysmally.

The benefits of this system seem to be:
  • No spell slots
  • If you put in all of the work writing & vetting those tables, you could theoretically bring casters to a manageable level
  • Theorycrafting is fun

The 3 problems are pretty huge, each one being enough to turn me off a subsystem entirely. The benefits can all be accomplished by something else, like adopting the Spellcasting Codices or writing new Invocation-using classes. I would be hard-pressed to accept this as a workable starting point for a new ability subsystem.

Also, this has nothing to do with Vancian magic. It looks like a new casting system that you want to substitute for standard casters, which is a different topic. I know it's the sequel to the thread, but it's a little weird to use that title.

3
Homebrew and House Rules (D&D) / Re: Gadgeteer
« on: January 16, 2015, 12:29:24 AM »
I don't think one should operate under the assumption that the gadgeteer will be getting appropriate wands/staves from the DM. However if the gadgeteer is meant to use attack rolls, that's fine. It just looks like it wants some sort of real debuff ability for players that actually want to focus on Intelligence. Right now the bombs, dimensional anchor, etc. are meh because they use a tertiary stat for the save and aren't particularly impressive on a failed save. Things like dismissal are still sometimes good as SoL effects, so it's worth it to try even 3-4 times in a row.

I like the new wording for boosters.

4
Homebrew and House Rules (D&D) / Re: Gadgeteer
« on: January 13, 2015, 12:53:04 PM »
I'm not sure what you mean, exactly. But yeah, most games, people won't be crafting or have a lot of items. A huge amount of items in 3E is the stuff you need to stay on the RNG and my system tries to do away with that.
I should have been clearer -- I meant that there isn't a lot of offensive capability in the class outside of making magic items (wands, staves, etc), and your system limits the number of magic items a character can have to 1/4 of their level. So for most realistic play, the gadgeteer is going to have 0-3 crafted magic items, and without investing one of those few magic items in an offensive spell (which will fall off fairly hard) or begging the DM, the gadgeteer doesn't have much to do in a fight that's actually rewarding.

Yes. I think the wording in the abilities is "if he takes damage".
Just wanted to make sure that's what you intended, because I could imagine some people crying abuse at that.

I'm not sure what you mean. If he makes a suit and is at a high enough level, it can become invisible.
Sounds good. I was just wondering if certain suits like aquatic would work with cloaking.

Yes, he moves when he activates is. I suppose the wording is really weird on that.
Is there a way to make that better? Like give him a fly speed, but if he doesn't move using his fly speed or hover for a turn he starts to fall?

I disagree with Captanq's take on the mechanized guardian. It's already a weak class feature as-is, giving you a cohort 3-4 CR behind your level. Nerfing it further makes the thing only good for using magic items and stealth (which you could do anyways).

5
Homebrew and House Rules (D&D) / Re: Gadgeteer
« on: January 12, 2015, 06:25:36 PM »
This looks like a very fun class, but I'm not that excited about it mechanically. Some things I noticed / suggestions:
  • I'd appreciate a quick, half-ass (like arcane swordsage) fix for tables that don't use your houserules and/or a quick run-down of required rules in order to run the gadgeteer. I read your WBL / crafting rules, but I don't want to read the other 9 threads of houserules just to make a comment on this class.
  • Your "Magic and Spells" section does not have any repair spells listed there. Have you just not updated it or am I not looking in the right place? I mean I can guess what the spells do, but it would still be nice.
  • In most realistic play, the gadgeteer is going to craft 3 permanent items ever. But without burning through gold like crazy he only gets a piddly AoE and some IntMod buff purges.
  • How does one "aim down the scope" of a musket?
  • Can the gadgeteer become immune to electricity to ignore the debuffs imposed by electricity damage?
  • Can all the gadgeteer's suits become invisible?
  • When the gadgeteer uses "Boosters" to get flight, does the move action allow him to move or is it just to activate the flight.

6
Tome of Battle Redux / Re: Discussion thread
« on: December 31, 2014, 12:40:17 AM »
  • Incarnum maneuvers you can invest essentia into
  • Rushes
  • Attack-action maneuvers (instead of standard / full-round strikes)
  • For things like IHS, a non-action maneuver would be nice

7
Homebrew and House Rules (D&D) / Re: A simple fix to the samurai
« on: December 16, 2014, 02:15:18 PM »
Zhentarim fighter is a fighter substitution level set that famously substitutes for levels 3,5, and 9, which are normally dead levels. It's where the 24hr intimidation effect that amechra suggested comes from.

My problem is less that the samurai has been "fixed", but more that said fix could be accomplished by handing the DM a fighter class and using a 1st-party substitution level instead of homebrew. That's why I brought up the 1st commandment thing. Quick or slow, clean or dirty, if a class is basically replaceable then it probably doesn't need to exist.

8
I think design wise it's generally assumed you're taking more than one school.  Warblades and Crusaders only learn two 9th level maneuvers.  Only Swordsages get more, but they're designed to be used with multiple schools.  Also, it was a common wish that being able to rebuild the current schools using this system would be retained, and they all have more than 3 maneuvers per level at lower levels.
It's true that current ToB classes are designed to make use of multiple schools, but the proportion of maneuvers that an initiator can know from a given school (within the window that said maneuvers are optimal to learn) is twice as large for 9th level maneuvers.

For example, a crusader learns 1 8th-level maneuver and retrains one maneuver to 8th so he has 2/3 of the total maneuvers available to him. But he gains 2 9th-level maneuvers and retrains 2 maneuvers to 9th, so he has 4/2 of the total maneuvers available to him. I'm only using a single discipline's ideal # of maneuvers known because multiplication is hard, but what this demonstrates is that initiating classes will have twice as many opportunities available to them to pick up 9th-level maneuvers, so it makes sense to me that there be more 9th-level maneuvers instead of less.

The large number of low-level maneuvers makes sense. I forgot classes granted so many at level 1.

9
Homebrew and House Rules (D&D) / Re: A simple fix to the samurai
« on: December 13, 2014, 05:25:23 AM »
Well, Nick did ask for a "quick" class that didn't change much.
I'll wager you can write a quick class fix that still gives the samurai a niche not easily replicated by 9 levels in Zhentarim fighter. I'll even wager you could do it with half the word count if you had to.

Quote
I also have to share that I hate when people immediately go to mind games, super speed, or the like when they fix the Samurai. Samurais were not skirmish fighters (if you really want the "itinerant swordsman that chops you in half" thing, Iaijutsu Focus is your skill.)
Littha hit what I wanted to say right on the head. If you want a "realistic" samurai in a world where horses can fly, ninjas can turn invisible, and people can undo gravity, you are entirely justified in that desire. Again, I don't want to tell you your ideas are bad, and there's even a precedent set for that by one of the poster-boy classes for D&D. But I think that denies the tons of awesome samurai concept material we've been given as brewers and it wastes a perfectly good opportunity to introduce a tactically distinct and interesting concept. Even a quick fix can do a service to those ideas.

10
Homebrew and House Rules (D&D) / Re: A simple fix to the samurai
« on: December 12, 2014, 05:56:45 PM »
This feels a whole lot like a zhentarim fighter with stricter bonus feats, slightly better skills, and some interesting fear-related bonuses. If that's what you're going for then I suppose it's fine, but I don't think there's anything here that can't be replicated with some feats and a fighter/ranger ACF instead. This seems to clash with the first commandment of brew.

This also doesn't give me the "samurai" vibe. Instead of having epic sword attacks and crazy speed, this guy just feels like a capable warrior that scares people. Even a quick fix could do stuff with crits, 5' steps, or mind games.

That said, I don't want to tell you that your ideas are bad. It just seems like your samurai fix would be better serviced by handing the player a copy of the Zhentarim fighter and telling them to talk about honor.

11
Is there a reason for having so few maneuvers at high levels compared to low? I don't find any practical need for it, and I think it'll just make your system harder to balance at low levels. I might recommend 3/maneuver level not including stances.

You may actually want more 9th-level maneuvers than the others, considering characters get twice as many.

12
I think it's fine so long as you recognize that. I know players (and am one of the players) who would see a bardizard casting and immediately turn to buffs and no-save-just-lose spells. I also know players who would still use fireball and magic missile because it's cool (and then perform about as well as a monk). As a DM, I think those outcomes are bad to the point that I wouldn't want the bardizard at my table. But my life certainly isn't the only data point that fixes should be designed around, so if your fast method works for your table then I can't really contend with that.

13
If you think the OP is saying that this is about reducing the highest-level spell someone can cast, then I can't tell you it's not. But the author of the OP might be considering the potential for wizard - 2 ~= sorcerer or sorcerer - 2 ~= bard up to level 18, and you have no way of showing he's not right now. There isn't much to argue there, but I consider your interpretation plenty-valid and I don't have anything to add to this either.

At level 17, the enemies that show up in droves have 50-200 HP. The enemies that you should be facing regularly can double that with extra defenses on top. Unless you think every warblade is doing something like shock trooper and full power attack, I simply cannot see how they're even getting close to a 1/round death effect. Most enemies will go down in 1-2 rounds if a party of 4 focuses them, but you have to not get wrecked beforehand, get to the target, hit them, and only then does potential damage come into account. The warblade is in a party that needs to fight inevitables in pairs and those dudes are hard to close in on. It's a lot more reliable just to hit them with finger of death.

I know you think that maxing out at 6th-7th levels puts a hard cap in the "playable" zone, but it really isn't true. I don't know what to tell you other than the fact that you're measuring the wrong metrics. Spell flexibility is a big deal, spell lists are a titanic factor in influencing class power, and the combination of good spells with enormous flexibility goes far, far, far further than you think it does. When the equal optimization is literally just "let's pick spells that will help me survive and win fights", a wizard 1 or 2 spell levels behind a beguiler is still noticeably better in the way that a regular wizard is noticeably better than the sorcerer even if they're in vaguely the same playing field. And move earth isn't really game-breaking. It's just strong enough to put the MT significantly above his warblade/psywar/bard companion (in a similar way that the warblade is above the fighter).

You are putting a whole lot on the benefits of UMD, which is weird because this if the first time it's been brought up and has little to do with the argument at hand, but I'll engage it... UMD is used to emulate class features so you're allowed to use an item, or to emulate a spell known so you can use an item. Wizards certainly won't get the former, but they already get the latter by virtue of having those spells on their class list. They can't easily use items that depend on commune or righteous might, but they can still use items of transformation or contact other plane and the chances of getting screwed is very low. Heck, taking UMD off the beguiler's list wouldn't even take them out of the sorcerer's playing field because that's not the reason the beguiler's on par with the sorcerer in the first place.

To reiterate my main point: You could definitely reduce the spell progression of the wizard to that of a bard -- in fact, the Tome Assassin does this in addition to only allowing illusion, necromancy, and divination spells. And those limitations could certainly knock the nerf-wizard down a peg, but it's not going to be clean. The balance level of this wizard looks hazy (it is the majority of our argument) even now, and we're not considering all of the other problems like dumpster diving, crappy optimization floors,  casting tricks independent of spell level, and how other class features factor into the nerf. There is absolutely no way this change would cleanly adjust the tiers of classes.

14
And this is where things go sideways -- it misses the thrust of what the OP was getting at.  This doesn't even lose a spell level (@ lvl-20, that is) -- that was my point of contention with that example.
I don't even think the OP mentioned losing a spell level at level 20. Checking again, I can see he definitely didn't mention losing a spell level at any point. What he did say was "tossing out the spell slot progression at a few levels", which means a caster at level 10 casts as though they were level 10-X, where X is the number of levels that were tossed out. I picked X = 2 because it's a serious hit to the sorcerer that will probably make them feel bad for playing no matter where you put the 2 dead levels, but you could make that number bigger and the problems will get delayed to higher levels.

Quote
Yes, they essentially have what amounts to an at-will death effect -- that's how hard they're swinging their sword (more so for warblade; psywar simply has more versatility).
Uh, no. They have one ability (that they might pick up) which requires them to be adjacent to an enemy, use a full-round action to make a jump check, then make an attack roll, then let the opponent make a fortitude save based on the initiator's strength (no other stat), and then it doesn't even work against enemies immune to critical hits or death effects. At will be used at best once per round. It is in almost all ways worse than the ability our MT got 2 levels ago.

Quote
A level sorc 4 / favored soul 4 / MT 9 can literally build a crude fortress, pierce almost all illusions, shut down most non-flying, non-ethereal mooks, or make fighting without FoM effectively impossible. And because he's got a gazillion slots he can drop one of his highest-level spells every round in most fights with room left over to solve every puzzle his party could even dream of dealing with.
Okay, so you've got some Batman going on; but 1) I think you're being a bit hyperbolic with your frequency, 2) nothing you've mentioned is inherently game-breaking. 
I mean, seriously -- Move Earth is a nifty, imagination-dependent utility/BFC spell ... not a HUGE deal, and at that level, is not exactly a Gordian Knot.  Also, if you haven't got FoM (or at least a serviceable substitution thereof) by level 17, you have failed at life -- just go home and cry yourself to sleep.  That Wall of Iron?  Yeah, that "death effect" I mentioned above also works for knocking that shit down, and in pretty short order.

1 more level on that build gives you 7th-level spells; which, at that level, there are plenty of defenses against .... though I will admit that this is where things are getting a bit dicey.  The rails don't completely come off for 2 more levels when 8th-lvl spells come on line ... which is why my suggestion stops at spell level 7.
You can't handwave move earth by saying "it's not game-breaking". A standard action single-target SoD isn't gamebreaking at this level of play, but our candidates here don't get that either. This terrible version of the MT controls the battlefield better, kills targets harder, and provides stronger defenses than any other tier 3 class. And it does that with only it's top 2 levels of spells.

And remember, this isn't about the MT fighting the warblade (in which the MT wouldn't waste iron walls because he's not a fool). This is about how much the MT contributes to the adventure/fight compared to the warblade. And the answer to that is: "Way the fuck more". And I'm glad you can see that 7th and 8th level spells really do leave tier 3 characters in the dust. Even though that sort of thing can happen with 4th level spells and a little creativity, I'm glad we can agree that the MT does not drop classes to tier 3 or tier 4 as I originally said.

Quote
Actually, it seems like that is what you're arguing.  Just sayin'.
I recommend looking at the TLDR in my original response to this thread. My responses here are about how clean the process will be. I'm not dumb enough to think that if you nerfed the wizard's casting by 18 levels he wouldn't be about as useful as a fighter or monk, but that has no bearing on whether or not the process would be considered "clean" because then it would also make wizard players feel awful and dumpster dive for abusive spells.

Quote
Bard casting on a wizard makes them worse than a sorcerer, but they can probably still outperform the beguiler.  Bard casting on a druid makes them laugh because they're still miles beyond any tier 3 class.
I used it as the comparison because the beguiler is the strongest of the "tier 3" classes and indeed deserves a lot more credit than its given. But that wizard is still beating the beguiler.

I think you're getting caught up on the "Less levels, less powah" idea. It's simply untrue. 90% of a class's power comes from the spell list. If the bard was given fullcaster gems it could go up a tier with certainty. A wizard's huge flexibility, powerhouse spell list, and enormous array of potential solutions definitely makes them stronger than the beguiler until you do crazy things like force them down to ranger access. Now this change also makes wizards feel terrible because they'll probably suck even worse at lower levels, but in the long run their spells at 2/3 the beguiler's level can be used a hell of a lot better. This assertion of yours is actually what's untrue.

EDIT: Also, I'm talking specifically about the wizard and druid (though I think the cleric works too). If a sorcerer got nerfed to 2/3 casting, the best "tier 3" classes like beguiler and dread necro could probably beat him, but the bard and psywar would still look bad.

15
I meant "2-level nerf" as the sorcerer with two levels less for the purposes of casting. It was an example I made up based on the OP's "tossing out the spell slot progression at a few levels" in which I assumed that 2 levels (at some point in the sorcerer's progression) were removed such that that a level 10 nerf-sorcerer casted like a level 8 regular-sorcerer.

wotmaniac, at level 17, what do you expect your warblade and psywar to be doing that rivals an MT? A martial adept at level 17 has just gained the ability to heal, deal 100 extra damage, or use an SoD on a hit. A level sorc 4 / favored soul 4 / MT 9 can literally build a crude fortress, pierce almost all illusions, shut down most non-flying, non-ethereal mooks, or make fighting without FoM effectively impossible. And because he's got a gazillion slots he can drop one of his highest-level spells every round in most fights with room left over to solve every puzzle his party could even dream of dealing with.

Delaying and slowing the progression might able to drop a character down a tier. But it won't be common across casting classes, it will encourage no-save-just-lose harder than before, and it will hurt certain archetypes far more than others. So while it's possible (I have never argued against this) that you could make classes less overbearing by adjusting spell slots, it will most definitely not be clean. Absolutely no way. Bard casting on a wizard makes them worse than a sorcerer, but they can probably still outperform the beguiler. Bard casting on a druid makes them laugh because they're still miles beyond any tier 3 class.

16
Stances are an awesome mechanic for encouraging round-to-round flexibility, but if you give a player more than 5 options they're probably going to suffer serious decision paralysis. So granting a big chunk (2-5) at level 1 isn't so bad, but you don't want to grow that number very fast unless you plan on having higher-level stances just be objectively better than others.

17
Then I had an idea.  Basically, you start off with a +2 (or +3) LA template.  This template gives +10 strength, +6 dexterity, +10 constitution, +4 intelligence, +4 wisdom, and +4 charisma.  In addition, you also receive Improved Initiative and Multiattack as bonus feats, a +3 bonus to all saving throws, a minimum HD size of d8, natural weapons (claw, bite, gore, and slam), and a +5 natural armor bonus.
This is so good that I would even consider losing 2 levels of a fullcasting class for it. Which is to say, it's probably too good.

18
Wow. I can see how adding more bundles of dice could definitely be a problem. You could poke him on the request thread and see if he'll write something else up. But it looks like he didn't finish the last PrC he worked on there, so maybe not...

19
It's a good starting point, I hope. I certainly can't speak to it's balance.

Also, how is your EB doing 100-250 damage a round? That's over 2d6/lvl even for a character at level 20.

20
Sorry, YouLostMe, but by your logic and your very own examples, why is bard not T1?

Because it scales slower, is more MAD, has a lower max spell level, has fewer spells per day, uses a spells-known mechanic, and its spell list is worse. When the bard is ready to use freedom of movement, he's level 10, gets one use per day, and it's one of only 2 level 4 spells he can ever cast. Of course freedom of movement is cool, but it's one of the best spells a bard can learn at that level.

When the sorcerer gets freedom of movement at level 10 (2-level nerf), he can use it four times a day. But it's nowhere near his strongest spell -- he could instead pick up black tentacles or solid fog. When the favored soul gets freedom of movement, it's in competition with divine power and lesser planar ally. And this is just as the edge of the acceptable range. At level 20, the nerfed sorcerer could be throwing around time stop and mage's disjunction while the bard's best trick is irresistible dance at DC-3 (or worse since he's more MAD).

Now I don't want to comment on what "tier" the nerfed casters would be. I would still consider the nerfed sorcerer "tier 2", but it's obviously worse than the regular sorcerer despite its power. All I can say is that this kind of fix is definitely not clean. There are problems at both edges of play, there are problems with class features not getting dropped, and there's the problem of encouraging no-save-just-lose tactics even harder which I would argue is worse for the game's health overall. All in all, I think the elegance of simply delaying spell access is far outweighed by the difficulties it presents, and (to go a step further) would argue that any successful fix of those classes will require a lot of dirty work.

Pages: [1] 2 3 4