Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Kvantum
Feb 5, 2006
Skee-entist

Doc Dee posted:

Is Pathfinder a new player friendly system?

Ha! That's a good one. No, but seriously, see Inverse Icarus's post for the real way to get folks used to Pathfinder. And for the best mechanical interpretation of Rule Zero I think I've heard in a long time.

Adbot
ADBOT LOVES YOU

J. Alfred Prufrock
Sep 9, 2008

Doc Dee posted:

Is Pathfinder a new player friendly system?

No, not really. Honestly, the only version of D&D that I could say is friendly to new players is maybe B/X. If you want to get into the hobby, or you want to get someone else into the hobby, there are a ton of (free!) games that will serve as much better introductory material, even if you also want all the little quirks and idiosyncrasies of Dungeons and Dragons.

(Go play Dungeon World)

EscortMission
Mar 4, 2009

Come with me
if you want to live.
On the flipside, if you MUST get into Pathfinder with new players, pick up the Beginner's Box, and ONLY use that until they feel like they're comfortable with playing the game. The Box is as friendly to new players as Pathfinder can possibly get, and has rewritten character sheets that make chargen less frightening. Unfortunately, dropping a grimoire the size of a college math book onto the table WILL scare a lot of newbies, because they'll think they have to read through the entire thing. Don't worry about messing with the patchbooks until they're good and ready.

Easier games for introducing new players to roleplaying as a whole are Fiasco, Dread, and for fantasy specifically, Dungeon World. I've had people running Dungeon World after playing in three sessions.

I think above all, the problem with Pathfinder is that it rewards doing one thing in combat again and again, while new players usually want to try new things every round. I usually just play softball with them for the first few games while they're getting used to things. Sorcerer wants to run up and use his spear instead of spellcasting? OK go for it, bro. There will be plenty of time for optimization and caster supremacy later.

EscortMission fucked around with this message at 17:28 on Nov 30, 2013

pawsplay
Jul 12, 2011

Doc Dee posted:

Is Pathfinder a new player friendly system?

In my experience, yes. They might need help to make their first character, but the learning curve is not bad. Most of the complexity comes from the multitude of higher level options, but there is no reason a new player has to take all that in at once.

veekie
Dec 25, 2007

Dice of Chaos
Yeah, it's not ideal for new players or anything, but it's certainly functional enough. Characters and monsters played at a new player level of competence evens out, unless they bump into the grapple rules and then everyone breaks down crying.

Doc Dee
Feb 15, 2012

THANKS FOR MAKING ME SPEND MONEY, T
NEXT QUESTION:

Would a DEX Fighter be possible in Pathfinder, and if so, would it be way too difficult for a new player to use?

Bwee
Jul 1, 2005
Yes. Weapon Finesse + Dervish Dance (if you don't mind using a Scimitar) or Agile Weapon Enchantment (if you don't mind paying 8000G).

veekie
Dec 25, 2007

Dice of Chaos
Using Dex to attack in melee would require a bit more experience with the system, though archery is very easy to make strong. Dex to attack lends easily to TWF, but then you go into early problems with using full attacks, namely that they don't come very easily unless you know how to get free movement(There's a magic item which grants a move action with a swift action 1/day). The basics of Fighter TWF, you have access to weapon specialization and weapon training, which add up to do fairly respectable damage per hit.

You could use it with shield combat, but that takes a fairly specific feat chain to exploit.

So, recommend against for their first character, they'd need to explore the system more first, understand the dynamics of full attacking.

Veyrall
Apr 23, 2010

The greatest poet this
side of the cyberpocalypse

veekie posted:

Characters and monsters played at a new player level of competence evens out, unless they bump into the grapple rules and then everyone breaks down crying.
It's a bit distressing to think that, as involved as grappling is in PF, it's even more obtuse in 3.5.

veekie
Dec 25, 2007

Dice of Chaos
Funny thing is they probably could have done away with the more involved aspects of grappling if they wanted. In combat a grapple would be simply having a grip on your opponent, not necessarily full out wrestling on the ground or even mutual grappling.

Practically speaking grapple just needs to do the following:
-The guy grabbed can't move freely without ending the grapple or forcing the opponent to move. The latter is already provided for in the rules, Bull Rush or Pull.

-The guy grabbed has limited mobility.
--This limits the use of a limb or other appendage. Straightforward enough to resolve, attacker picks something to grab by and the use of that is limited, restricting the use of a natural weapon, a hand or the ability to speak.
--This also makes it easier to do certain things to the target, like choke them, blind them, disarm them, or throw them to the ground. This is simply an AC/CMD penalty, all of these are covered by combat maneuvers already. A stock close combat move would then to be to grapple your opponent and immediately trip them with the bonus and leave them at a big penalty.

-Both grapplers find it easier to hit each other. This also makes it easy for the grapple target to grapple their opponent back.

Barring some specific moves like using your victim as an improvised weapon, pinning the opponent or swallowing the victim, the whole of grappling can be a condition where a straightforward set of AC penalties and the defender is Entangled to the attacker.

RyvenCedrylle
Dec 12, 2010

Owner of Mystic Theurge Publications
In the spirit of the holidays, a present for the community - a skill challenge handbook for Pathfinder (or 13th Age or whatever your favorite flavor of d20 is) Get it here.

Bear in mind this is NOT the conventional 'x successes before y failures' skill challenge. This is a new(ish) system built to play fast, write simple and keep mechanics close to fiction. Would love feedback if you read through it.

RyvenCedrylle fucked around with this message at 02:14 on Feb 6, 2014

Paolomania
Apr 26, 2006

veekie posted:

Barring some specific moves like using your victim as an improvised weapon, pinning the opponent or swallowing the victim, the whole of grappling can be a condition where a straightforward set of AC penalties and the defender is Entangled to the attacker.

I dig this idea of making it more one way - i.e. someone can grapple you while you try to do something else. It makes grapple more like a sustained debuff than action denial. Dare you make it stacking and recreate overbearing rules? Perhaps the debuff halves or doubles per size step.

Paolomania fucked around with this message at 19:12 on Dec 1, 2013

veekie
Dec 25, 2007

Dice of Chaos
Stacking the condition already has precedent for it, what with Shaken, Frightened and Panicked. In that case I'd probably go with Grabbed(the penalties listed above, including one restrained body part), Pinned(one step further, flatfooted and all physical actions must beat your CMD first), and Restrained(helpless, unable to act except to attempt to break free)

kingcom
Jun 23, 2012

Doc Dee posted:

Is Pathfinder a new player friendly system?

It's not but if your whole group is pretty new you can easily fumble through it together.

veekie
Dec 25, 2007

Dice of Chaos
Followup on stacking grapples. Swallowing is simply a special kind of pinned really.

ThEnema
Sep 27, 2013

Blitzball, yah?
Alright guys, I intend to make a Wizard in the next game I play in. I've played a bit of magic classes before but I have no idea what feats are good for magic classes. I would appreciate some advice or example builds.

veekie
Dec 25, 2007

Dice of Chaos
You'd need to define a focus or theme you're building towards, good wizard feats combinations can vary a lot, though they're pretty much feat agnostic for the most part.

EDIT: Combat Casting is good on almost all of them though, and the Craft feats effectively let your party double and customize the team's wealth if your campaign has significant downtimes. Counterspells are a complete waste of time to focus on, while pumping damage is challenging relative to martial characters, but not entirely impossible.
Familiars are a useful investment for scouting and combat distractions, but they'd never be much good at fighting, though some on the improved familiar list have handy special abilities for getting to useful magic that's not on your list(Outsider familiars tend to have access to a couple of divine spells) or have entirely different mobiity(Earth elementals make excellent explorers).

veekie fucked around with this message at 07:01 on Dec 4, 2013

Tezzor
Jul 29, 2013
Probation
Can't post for 3 years!
Wizard is too widely useful a class to just give a concept of what are "good feats" without more info. What level? What do you want to do, summon, blast, buff, debuff?

Kraven Moorhed
Jan 5, 2006

So wrong, yet so right.

Soiled Meat
Actually, I'd like to jump in and ask some build questions as well, as this is my first time with Pathfinder but around my fifth time with D20. We start the game at level 9, and it is largely a subterranean dungeon-crawl.

Belivi "Belly" Terrknot

Objective
I originally started on this character because I wanted to make a Grippli that could render foes helpless to eat their hearts with his tongue. Thing is, I think I misread the ability, so the fact that he needs to use a bladed weapon and to be adjacent kind of messes that up. If there's a way I could still do this I would be incredibly pleased, as Yoshi-ing the hearts out of chests is just goddamn hilarious, but having to get up close isn't a total dealbreaker. Being a Grippli, I'd like to be hiding and maneuvering just out of reach and preferably on a wall/ceiling so I can debuff/distract enemies. Net proficiency should help me with that, too.

Race
Grippli is pretty much the only thing I'm looking at, and I'm pretty set on it. Delivering touch spells with a prehensile tongue seems pretty useful, and a lot of their other traits seem to sync up with what I'm going for. Also the pun in the name doesn't work with another race :ssh:

Class
Either Alchemist or Witch. Originally I favored Alchemist, possibly using the Vivisectionist to sneak attack for more heart-gobbling, but Witch's propensity for eating intelligent humanoids and multiple helpless enablers has been winning me over lately. Witch also looks overall more useful for a party, and doing magical things with/to skulls seems pretty boss. Oh, and Witches can summon swarms of frogs. Yes.

Progress so far
Not much. I've found some spells I like and there are some cool Hexes. I'm currently slowly making my way through feats, but I'm not sure what would benefit my strategy most. No idea if there are multiclasses, alternatives, templates, or prestiges that would help me do what I'm trying to do.

Kraven Moorhed fucked around with this message at 05:29 on Dec 5, 2013

veekie
Dec 25, 2007

Dice of Chaos
I'd advise against alchemist for what you're doing in that case, it doesn't supply any good touch spells to tongue enemies with, or good CMB to perform Steal or Disarm with. Witch...iffy, most witch spells have longer range than Touch as well, but Witch natively can use the hair hex series to get better reach than Grippli does.

Wizard would have the proper offensive spell array, but is a bit too fragile to be mucking about 10ft away from the enemy. I'd say Oracle actually. The divine spell list has a relatively large number of touch spells, it has better armor and depending on your Mystery it may have more touches to use with that.

Eox
Jun 20, 2010

by Fluffdaddy
Magus has a nice touch spell list, and they're built to be in the thick of it. Probably a bit flashier than what you're going for, though.

EDIT: Come to think of it, considering taking your hand off a two-handed weapon is a free action, you could easily argue that Spell Combat works with a spear or another reach weapon. Stand 10ft away, get all your attacks in and then finish with a lightning lick. There's even a Magus Arcana that lets you deliver a ranged touch spell as a melee touch attack, so you use your strength instead of your dexterity for the roll.

EDIT AGAIN: Use Weaponwand and pick up a few wands of whatever Witch spells you like, and you're in business. Expensive though.

Eox fucked around with this message at 10:16 on Dec 5, 2013

veekie
Dec 25, 2007

Dice of Chaos
Well I personally wouldn't recommend Magus unless you know the system well enough to squeeze out performance and ignore the traps. It's in a delicate place where it looks strong but falls far short.

Ambi
Dec 30, 2011

Leave it to me
Regarding licking out hearts, I'd say off-hand witch would be most suited for that, with Sleep Hex's ability to put things to sleep (aka render them instantly helpless for heart-taking) with a scaling dc and no limit aside from 1 use per target.

For the slashing weapon, I'd recommend asking if your GM will let you have an altered nails hex that gives your tongue a barb or sharp tip, I'd allow a literal sharp-tongued character.
Failing that, sink 1-2000gp researching a level 1 or 2 spell that does the same for minutes or 10 minutes per level, thematically similar to Ironbeard spell perhaps? I volunteer the name Silvertongue.

Unrelated; how often does the barbed devil/hamatula's barbed defense proc? 1d8+6 damage to a melee attacker not using a reach weapon. The description text is unclear on whether it's once per round, once per attack action, or once per attack?

Ambi fucked around with this message at 12:28 on Dec 5, 2013

veekie
Dec 25, 2007

Dice of Chaos
The wording makes it a per hit thing. It's a great combination with the DR, since melee attackers are going to be trading damage unfavorably.

Ambi
Dec 30, 2011

Leave it to me
Oof, drat, I was hoping it was a per-attack action to make it slightly less painful to melee characters but still making aoo's hurt. Once per hit does make most sense, but doesn't make taking that damage seven times a round tickle less.

I sadly can't think of anything that makes non-adjacent heart eating work, aside from some half-remembered metamagic that pulls/pushes foes to/from you which could fly with some bizarre thoughts.

It is a neat spell though, I'm thinking of possibly adding it to a boss coming up for some of my players, flavorful buff and/or minion salvager.

veekie
Dec 25, 2007

Dice of Chaos
The spell really isn't any good unless you have excess actions to burn. Too slow for what it does at a full round action.

Ambi
Dec 30, 2011

Leave it to me
Potentially fun perhaps if you carry a minor rod of quickening in your off-hand to coup de grace as a swift action?

EDIT: In fact with Sleep hex that creates a nice low-level sleep or die setup; standard to slumber, move to get adjacent, swift to coup de grace which usually is a pretty heft fortitude save to not die

Ambi fucked around with this message at 12:03 on Dec 5, 2013

J. Alfred Prufrock
Sep 9, 2008
A spell that adds on to a coup de grace is probably almost always going to be a total waste of time, particularly for a caster who is going to be delivering the helpless condition themselves. It's pretty drat hard to survive a regular coup, especially if you pack a weapon with a decent crit rating. I guess you could spend an L2 spell slot to get some THP and boosts to stats you don't care about after decapitating a Slumbering guy's head, but I can think of a dozen more practical uses for that spell, even on the Witch's narrow spell list.

Ambi posted:

Potentially fun perhaps if you carry a minor rod of quickening in your off-hand to coup de grace as a swift action?

That could be solid, if your GM allows it, because it would let you faff about in the rear lines until your Hex hit and then move + coup in the same turn.

On the other hand it also removes the last little fraction of the game in which a martial character might feel almost useful (since they're pretty good at cleaning up for the casters). But then, why is anybody playing a Fighter or Rogue alongside a Witch?

J. Alfred Prufrock fucked around with this message at 12:07 on Dec 5, 2013

veekie
Dec 25, 2007

Dice of Chaos
Witch is pretty good at aggressive support, with debuffs and luck manipulations that are more efficient for a martial character to exploit.

Inverse Icarus
Dec 4, 2003

I run SyncRPG, and produce original, digital content for the Pathfinder RPG, designed from the ground up to be played online.
Does anyone have any statted up characters from the new classes?

Next week is going to be the last session of the year for me and my friends, and I'm thinking of throwing together a gladiator-style arena to let them throw characters against each other, against NPCs I've statted up, and team up against lions and dinosaurs and whatever else.

Most of my players are new and are a bit intimidated by the new classes because the automated spreadsheet doesn't support them.

I'm thinking of setting up a bunch of 5th level NPCs using the new classes, and having them fight by themselves or in small teams of 3 or 4 against the PCs. The players will bring a bunch of characters to the session, and we'll just run fights until we run out of characters.

I'll be spending the next week statting stuff up, but if anyone is bored/interested enough, or if you already have a suitable character that you don't mind me using, I'd love to run your characters in my game and see how they stack up against PCs.

Bwee
Jul 1, 2005
Wow why would you use that instead of http://sourceforge.net/projects/yapcg/

Inverse Icarus
Dec 4, 2003

I run SyncRPG, and produce original, digital content for the Pathfinder RPG, designed from the ground up to be played online.
Because getting people to send me files and keep sending them when they update them constantly is the stupidest thing in the world in 2013.

I guess for NPC design I'll give it a shot.

Swags
Dec 9, 2006
There's people on the paizo website that have statted up the new guys. Hell, if you make this post there they'd probably do it for you.

le capitan
Dec 29, 2006
When the boat goes down, I'll be driving

Inverse Icarus posted:

Because getting people to send me files and keep sending them when they update them constantly is the stupidest thing in the world in 2013.

I guess for NPC design I'll give it a shot.

2013, the cloud age. Dropbox that poo poo.

bacon!
Dec 10, 2003

The fierce urgency of now
I asked a moderator if this was kosher and didn't get a response. If it's not, I will move to SA-MART (or wherever)

I would like to pay a goon some moneys to write very specific class optimization guides for the core classes for my website. I've seen a lot of posts in this thread about optimizing builds so I know a lot of you are good at it. I just want a 3-4 page PDF for each class. I'm going to start with just one, but if it does well there will be more after that.

Please PM me or email jordan at herosheets dot com with interest and your rate.

Edit - thanks for replies - found someone!

bacon! fucked around with this message at 02:50 on Dec 10, 2013

veekie
Dec 25, 2007

Dice of Chaos
How much extended material are we talking about? Archetypes? Feats, races and equipment from other books?

bacon!
Dec 10, 2003

The fierce urgency of now

veekie posted:

How much extended material are we talking about? Archetypes? Feats, races and equipment from other books?

For now, just focused on the CRB.

J. Alfred Prufrock
Sep 9, 2008

The guy designing Pathfinder posted:

Anything like these suggested brawler disciplines are exactly the sort of thing that would make an interesting combat feat, and should be available to any character able to select combat feats (because these aren't unique, magical abilities, because this isn't a magical class, so they're things you should be able to learn with the proper training, and therefore should be combat feats).

SKR confirms that only magical abilities can be unique. Suck it mundanes.

Tezzor
Jul 29, 2013
Probation
Can't post for 3 years!
Why are these guys so obsessed with caster supremacy? Have they seriously never played their own game past level 7?

Adbot
ADBOT LOVES YOU

B.B. Rodriguez
Aug 8, 2005

Bender: "I was God once." God: "Yes, I saw. You were doing well until everyone died."

Tezzor posted:

Why are these guys so obsessed with caster supremacy? Have they seriously never played their own game past level 7?

Of course they have. Which is why they are obsessed with caster supremacy.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply