quote:To be fair, the game is designed for all types of classes being necessary so they have their own moment to shine. Fighters are better than clerics at absolutely nothing. quote:That's flat-out wrong. "The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction." I.e. the tarrasque would have a 50% miss chance but since its attack is treated as an epic magic weapon it would be able to affect the Allip. Once a hit connected the Allip would be toast. The allip will probably chill about five feet beneath the ground, making insubstantial touch attacks up at the Tarrasque. The 50% miss chance stings a bit, but since the Tarrasque has touch armor of 5 and the Allip hits 95% of the time, it's not that big a deal.
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# ? Apr 8, 2012 14:29 |
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# ? May 15, 2024 02:04 |
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Mystic Mongol posted:Fighters are better than clerics at absolutely nothing. Mystic Mongol posted:The allip will probably chill about five feet beneath the ground, making insubstantial touch attacks up at the Tarrasque. The 50% miss chance stings a bit, but since the Tarrasque has touch armor of 5 and the Allip hits 95% of the time, it's not that big a deal.
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# ? Apr 8, 2012 14:42 |
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The Tarrasque still can't hit ethereal creatures, though, right? If so, any spellcaster capable of casting Shapechange (even from a scroll) should be able to single-handedly take down the Tarrasque by switching back and forth between allip and phase spider forms. Turn into a phase spider and approach the tarrasque ethereally, then at the beginning of your turn enter the material plane (free action for a phase spider), turn into an allip (free action), make an attack, fly up beyond the Tarrasque's reach (it's flat-footed so it doesn't get attacks of opportunity), rinse and repeat. You do have to wait for it to stop looking for you between attacks, otherwise it can hit you with attacks of opportunity as you leave or ready an action, but that should be a minor problem. Of course, the existence of a 4 HD monster that can seriously threaten the Tarrasque suggests that the obvious way should be for a necromancer to summon a bunch of them, maybe give them a few combat buffs, and have them kamikaze (it should only take an average of six attacks to take down Mr. T), but I don't think there are core spells that let you summon an undead of your choice. NihilCredo fucked around with this message at 15:05 on Apr 8, 2012 |
# ? Apr 8, 2012 15:03 |
Factor_VIII posted:The Tarrasque can simply ready an action to bite it when it pops out. Why pop out? It can just stay underground.
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# ? Apr 8, 2012 15:14 |
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NihilCredo posted:The Tarrasque still can't hit ethereal creatures, though, right? If so, any spellcaster capable of casting Shapechange (even from a scroll) should be able to single-handedly take down the Tarrasque by switching back and forth between allip and phase spider forms. NihilCredo posted:Of course, the existence of a 4 HD monster that can seriously threaten the Tarrasque suggests that the obvious way should be for a necromancer to summon a bunch of them, maybe give them a few combat buffs, and have them kamikaze (it should only take an average of six attacks to take down Mr. T), but I don't think there are core spells that let you summon an undead of your choice.
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# ? Apr 8, 2012 15:16 |
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Mystic Mongol posted:Why pop out? It can just stay underground.
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# ? Apr 8, 2012 15:17 |
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Factor_VIII posted:To be fair, we are talking about a character with access to 9th level spells here. Those are normally the province of at least 17th level characters and the Tarrasque is a CR 20 creature. Yeah: the interesting point to take away from all of this is that you can give a melee creature pretty much as many buffs as you can think of, and a spellcaster will still be able to take it out with the clever use of a single high-level spell.
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# ? Apr 8, 2012 15:37 |
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Zereth posted:Most spells in 3.x don't require you to roll poo poo, actually. Just point at where it goes off and then people in it have to roll to not just take the full force of it to the face, unless you chose a spell which doesn't even give them that. That's one thing I really like about 4th edition. If the spellcaster is rolling for their spell to succeed against a target, it feels like the spellcaster is actually doing something, moreso than just waving their fingers and leaving the target to deal with whatever spell's been cast. But saving throws vs. spells are another sacred cow from AD&D.
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# ? Apr 8, 2012 16:01 |
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IMJack posted:That's one thing I really like about 4th edition. If the spellcaster is rolling for their spell to succeed against a target, it feels like the spellcaster is actually doing something, moreso than just waving their fingers and leaving the target to deal with whatever spell's been cast. But saving throws vs. spells are another sacred cow from AD&D.
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# ? Apr 8, 2012 16:15 |
Factor_VIII posted:There's SR. But to be honest I like the fact that spellcasters in D&D can reliably get their spells off instead of having to roll to successfully cast them. It's nice for them, certainly. Non-casters have a failure chance on their inferior actions, though. How many locks has Haley Starshine picked over the course of this comic? Enough to make a dent in a wand of knock, or would the party still have almost all of the charges left? She'd be a better thief if she were a wizard or bard instead, because skills are inferior to spells and sneak attack is garbage.
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# ? Apr 8, 2012 18:30 |
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Mystic Mongol posted:It's nice for them, certainly. Non-casters have a failure chance on their inferior actions, though. A wizard can't detect or disable traps though and using enchantment spells to act as the party face is a recipe for disaster. Knock is somewhat overpowered; I'd say Pathfinder made Knock more balanced, as it requires a caster level check to unlock a door. (Meaning a wand won't cut it at higher levels.)
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# ? Apr 8, 2012 20:32 |
Factor_VIII posted:A fighter doesn't have a failure chance to try and swing his sword though. It's called 'missing'. It's not uncommon.
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# ? Apr 8, 2012 20:35 |
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Mystic Mongol posted:It's called 'missing'. It's not uncommon.
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# ? Apr 8, 2012 20:37 |
Factor_VIII posted:Most offensive spells have saves. And those that don't require touch attacks. And there's also SR. This whole detour was started by Vitrolic Sphere, which has a save against the secondary effect, no touch attack, and ignores SR. Casters are better than non-casters. E: Besides, damage spells are inferior to Save or Lose spells, they're just better than all but the most optimized of pouncing barbarian builds. Or hulking hurlers, I guess. But not being able to destroy the earth as a standard action isn't a good guideline for power level. (Hulking Hurlers are funny) Mystic Mongol fucked around with this message at 20:52 on Apr 8, 2012 |
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# ? Apr 8, 2012 20:47 |
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^^^^^ Holy poo poo it ignores spell resistance too? What the loving fuckity gently caress. Yeah, mechanically there's zero difference between having the victim roll a saving throw vs. DC and having the wizard roll a magic version of attack roll vs. AC. However, if you're not completely autistic it feels very different. The person rolling the die is the one praying the gods to succeed, the one who can have bad luck or good luck vs. a fixed challenge. Saving throws reinforce the feeling that spellcasters are superior beings that mere mortals should fear. (There's also the more pragmatic consideration that it's better to make the players worry about die rolls and which bonuses to apply, instead of burdening the DM with any more arithmetic fussing than strictly necessary, since he already probably has a ton of poo poo to keep track of.) NihilCredo fucked around with this message at 20:52 on Apr 8, 2012 |
# ? Apr 8, 2012 20:50 |
NihilCredo posted:Yeah, mechanically there's zero difference between having the victim roll a saving throw vs. DC and having the wizard roll a magic version of attack roll vs. AC.
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# ? Apr 8, 2012 20:56 |
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Mystic Mongol posted:This whole detour was started by Vitrolic Sphere, which has a save against the secondary effect, no touch attack, and ignores SR. quote:VITRIOLIC SPHERE
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# ? Apr 8, 2012 20:57 |
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Factor_VIII posted:Yes some of the offensive conjuration spells from Spell Compendium are overpowered, but Vitriolic Sphere does allow a reflex save for half damage (and saving eliminates the damage normally done on subsequent rounds). ...So it allows a Reflex save for half damage. Which is the exact thing that Evasion, one of the hallmarks of a rogue, applies to. Which would let Haley and her Evasion (probably Improved at this point but whatever) take no damage.
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# ? Apr 8, 2012 21:09 |
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Shugojin posted:...So it allows a Reflex save for half damage. Which is the exact thing that Evasion, one of the hallmarks of a rogue, applies to. Which would let Haley and her Evasion (probably Improved at this point but whatever) take no damage.
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# ? Apr 8, 2012 21:11 |
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Evasion description posted:If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Letting Evasion work vs. Vitriolic Sphere can be a sensible house rule to make the spell slightly less stupid, but it would definitely have to be a house rule. Zereth posted:Except that your attack score is generally relatively static, while there were large gaps between your good and bad saves in 3.x, which a canny spellcaster could generally make at least a good guess at and pick a spell which targets their victim's weak save(s). I was talking in a very strict sense: there's no difference between "10 + spell level + Int bonus vs. 1d20 + saving throw + stat bonus" (3E) and "1d20 + spell level + Int bonus vs. 10 + saving throw + stat bonus" (4E), except for who gets to physically roll the die with the logistical and psychological implications I described. NihilCredo fucked around with this message at 21:31 on Apr 8, 2012 |
# ? Apr 8, 2012 21:28 |
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NihilCredo posted:The description doesn't say "partial damage" or whatever, it explicitly says "half damage", and incidentally every core spell that works this way does it by having "Save: Reflex half" in the description.
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# ? Apr 8, 2012 21:42 |
That's not Vitrolic Sphere from the Complete Arcane. Is that from Neverwinter Nights II? They changed a lot of spells for that to make them less ludicrous.Complete Arcane posted:Conjuration (Creation) [Acid] So you take the 21d4 (empowered) and then make a saving throw against the ongoing. If you fail that throw, you can make half damage throws against the two rounds of ongoing damage, so Evasion works on those. That's nice. It's a really good spell, for damage. Belkar DID just take something like 127 damage, with Roy and Durkon taking somewhere between that and Mystic Mongol fucked around with this message at 22:17 on Apr 8, 2012 |
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# ? Apr 8, 2012 21:50 |
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Mystic Mongol posted:That's not Vitrolic Sphere from the Complete Arcane.
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# ? Apr 8, 2012 21:53 |
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Not that this has anything to do with the discussion, but I just discovered where some of my OotS books had been hiding ever since I moved three and a half years ago. I get to read Start of Darkness again, hooray!
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# ? Apr 8, 2012 23:09 |
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All this "oh god spellcasters " chat is once again reminding me of my confusion over why anyone would hate 4e for trying to be more balanced.
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# ? Apr 9, 2012 00:40 |
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404GoonNotFound posted:All this "oh god spellcasters " chat is once again reminding me of my confusion over why anyone would hate 4e for trying to be more balanced. Ask and you shall receive.
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# ? Apr 9, 2012 01:12 |
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Yeah Man posted:Ask and you shall receive. That's. . . that's like, some sort of parody of grognards, right?
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# ? Apr 9, 2012 01:25 |
404GoonNotFound posted:All this "oh god spellcasters " chat is once again reminding me of my confusion over why anyone would hate 4e for trying to be more balanced. Just wait until 5E. I've been playing D&D since the 80's and from what I've been reading about the direction their taking the new edition, it's all I can do to stop myself from posting rants like all the 3.5 fans did when 4E came out. Seriously sounding like giant steps backwards.
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# ? Apr 9, 2012 01:27 |
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What is even known about 5E at this point? Last I heard about it was the whole "we want to hear from people who actually play" thing a few months back.
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# ? Apr 9, 2012 01:50 |
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NihilCredo posted:What is even known about 5E at this point? Last I heard about it was the whole "we want to hear from people who actually play" thing a few months back. Wizards of the Coast have confirmed that the things you don't like form the backbone of the new edition.
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# ? Apr 9, 2012 01:54 |
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As a DM I do kind of find player exploits and confusing rules fun. I'm not a great campaign writer so thr more they go off the rails and I have to improvise, the more fun it generally is. So far in 4e usually everything goes according to plan. In previous editions they go rogue, do crazy poo poo, and think I'm the one who came up with it.
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# ? Apr 9, 2012 01:55 |
Last I read about it, they were going for some sort of modular DM system where they provide rules for a bunch of different play styles and then the DM chooses what they want. Admittedly, I have not kept up on the news because I don't even have time or a group to play 4E with.
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# ? Apr 9, 2012 01:56 |
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I've been wanting to get some experience as a DM by running a 4E game, but I'm a bit deterred by the financial commitment. Did those Shamen By The Shoreline ever drop the "Blizzard charges monthly, so we can, too!" thing?
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# ? Apr 9, 2012 02:13 |
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404GoonNotFound posted:All this "oh god spellcasters " chat is once again reminding me of my confusion over why anyone would hate 4e for trying to be more balanced. Also the whole mess with the all the errata is pretty annoying. Trying to create a character without a D&D insider subscription is a pain in the rear end. Personally I'd say my favorite incarnation of D&D is Pathfinder. It nerfed some pretty broken spells such as Divine Power, Force Cage and Shapechange as well as broken abilities like Wildshape. Also it gives more customization options for classes, such as barbarian rage powers, rogue abilities and extra additional fighter feats. (As well as doing some other rule changes such as reducing the number of skills and abolishing having to pay double for cross-class skills and removing level loss for being raised from the dead).
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# ? Apr 9, 2012 02:19 |
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Factor_VIII posted:I think the way your phrasing is loaded. Some of the changes 4e instituted are good, e.g. giving more options to melee classes and making it so low level spellcasters don't spend most of the day acting as crossbowmen, as well as removing the abolishing level loss from dying and reducing the number of skills (how often did Use Rope come into play?). However I do get the feeling that the approach with 4e was to try and make things easier for the GM by simply restricting the things players were able to do in previous editions (e.g. no teleporting) as well as homogenizing things to an extent, such as by having undead function in a pretty similar manner to living opponents e.g having Con scores and being just as vulnerable to enchantment spells for example. Also things you can do out of combat with magic seem much more restricted; rituals exist but are they are fewer in number, take longer to cast, are harder to pull off and are pretty expensive. Ugh, Pathfinder is pretty awful honestly because it reads like someone read the core rulebook for 3.5 and thought "How can I make this caster/non-caster disparity worse while pretending to fix it?" What it did to Bards especially is totally inexcusable (I'm a Bard who, at twentieth level can sing for less than five minutes a day!) Also the ridiculous bonuses it heaped on Wizards and Sorcerers made me slightly nauseous. And it didn't even nerf most of the abusive spells besides the shape-changing stuff (which is admittedly pretty big). It also didn't give anything decent to the mundane characters beyond some bigger numbers... but bigger numbers were never really their issue. They also do poo poo like the Power Attack change which manage to be a step forward and back, or their stubborn refusal to fix broken poo poo like Candles of Invocation. They also managed to gently caress Rogues over by making it incredibly difficult to get consistent full-round sneak attacks for... no real reason. The only classes that majorly improved between 3.5 and Pathfinder are the Ranger, Wizard and Sorcerer... which is a big loving problem considering two of them are the most ridiculous classes in Core before the buffs. Their new classes are almost all hilariously bad, (I'm a Cavalier! I'm like a Paladin except worse in every conceivable way! I'm an Alchemist! My potions are almost universally worse than third level spells and have ridiculous restrictions!) I have some grudging respect for the skill system, what it did to Druids and the Summoner. That stuff is pretty cool.
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# ? Apr 9, 2012 02:34 |
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Factor_VIII posted:You're not going to get much sympathy with this point of view here. This whole discussion started because of "caster supremacy" which is still a giant problem in Pathfinder as well as 3.x. Factor_VIII posted:However I do get the feeling that the approach with 4e was to try and make things easier for the GM by simply restricting the things players were able to do in previous editions You mean like restricting what fighters can do by turning their "oh, it's my turn? swing sword AGAIN *roll dice*" into "woo! my turn! let me choose among my many interesting and varied abilities"? You mean restricting what players can do by including pretty much the same "you can do anything, here's a basic model to turn it into a skill check or whatever" as "Rule Zero" in 3.x? I can't think of a single thing you can do in 3.x and can't do in 4e except "become a wizard/cleric and be vastly, overwhelmingly superior to the other members of your party." Factor_VIII posted:(e.g. no teleporting) You can't have even skimmed the 4e PHB and think this. Warlocks and eladrin (and especially eladrin warlocks) love the teleporting. You can make a character whose whole schtick is to teleport around and do cool teleportation tricks and stuff. You can make a monk that does the whole Dragonball Z move-so-fast-it's-a-teleport-and-punch-out-your-kidneys thing. You can be a wizard and set up teleportation circles to go places quickly. Factor_VIII posted:Also things you can do out of combat with magic seem much more restricted; rituals exist but are they are fewer in number, take longer to cast, are harder to pull off and are pretty expensive. They're not that expensive, there are at least as many as there were non-combat utility spells in the core books of 3.x, and aren't completely game-breaking anymore. I fail to see how this is a bad change. Something's gotta give if you're trying to design a system where wizards and clerics aren't vastly superior to the other options.
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# ? Apr 9, 2012 02:37 |
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DontMockMySmock posted:You can't have even skimmed the 4e PHB and think this. Warlocks and eladrin (and especially eladrin warlocks) love the teleporting. You can make a character whose whole schtick is to teleport around and do cool teleportation tricks and stuff. You can make a monk that does the whole Dragonball Z move-so-fast-it's-a-teleport-and-punch-out-your-kidneys thing. You can be a wizard and set up teleportation circles to go places quickly. There is a level 28 ritual that lets you go wherever you want but the lower level one is pretty restricted about where you can go with it since it needs an existing circle to be there. Planar travel is also pretty restricted.
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# ? Apr 9, 2012 02:45 |
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Pope Guilty posted:Wizards of the Coast have confirmed that the things you don't like form the backbone of the new edition. quote:Teleporting in 4e requires line of sight. Which means it's useless if you e.g. get swallowed by something and much less useful as a way of escaping from a difficult situation. [quote]I've been wanting to get some experience as a DM by running a 4E game, but I'm a bit deterred by the financial commitment. Did those Shamen By The Shoreline ever drop the "Blizzard charges monthly, so we can, too!" thing?[/qoute] Omg... They are delivering content via the internet. How dare they have the gall to charge for it? MadScientistWorking fucked around with this message at 03:02 on Apr 9, 2012 |
# ? Apr 9, 2012 02:55 |
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DrakePegasus posted:I've been wanting to get some experience as a DM by running a 4E game, but I'm a bit deterred by the financial commitment. Did those Shamen By The Shoreline ever drop the "Blizzard charges monthly, so we can, too!" thing? They have an online tool you can subscribe to for a monthly fee. It's not mandatory. I've run whole campaigns without ever once buying it; I just ran it out of the books which require no ongoing money input once you have them. You can ask in one of several Traditional Games threads if you need anything else beyond what's in the books.
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# ? Apr 9, 2012 02:58 |
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# ? May 15, 2024 02:04 |
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MadScientistWorking posted:Nope. It doesn't. And the range of most teleport effects is pretty limited.
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# ? Apr 9, 2012 03:02 |