Wicht
Hero
... this edition war...
Who is edition warring?

Play the game you enjoy.

... this edition war...
And I don't understand why a chart you choose not to use would bother you? Maybe someone else finds it useful (and I tell you, when I am designing, those charts can be a pretty sweet little reference). I mean, I'm never going to order a McDonalds Chicken sandwich, but I don't complain they have it on the menu.
IMHO, those charts are part of what make the core rulebook so unwieldy, and fill up space in other books that could be better used for other things. It isn't a big deal, they just irk me a bit. Nothing major.
The only real problem they have given me is when I encounter players who take charts as gospel, and then challenge me when what I do doesn't jibe with them. I correct those assumptions pretty quickly, so that's not a big deal, either. It's just a minor complaint.
Well, we can't fix problems that don't exist, of which some implied disparity between your level 10 cleric/fighter/wizard/etc. is one. There have been plenty of tangential discussions, but there have also been plenty of suggestions for things that are.no one is recommending any fixes other then 'be a better DM' and now we have people saying that the problems don't exists at all...
Fix things that are actually broken?SO lets try this again... how do we fix what is broken? (and no the answer isn't pretend it isn't broken.)
True, but what PF does have going for it is the scale and scope of playtesting they did. They gave us the full game, a game that everyone already knew a lot about, and made it free, and we did what we do and gave feedback. WotC still hasn't exactly come around to that approach. What that means is that what we have is the closest thing to consensus we're going to get.You're not going to find a consensus on what is "broken" in Pathfinder. The things that some people dislike are loved by others.
Are you disagreeing with me here? I don't think I'm disagreeing with you.now can you tell me why the 20 players who chose wizard twice have the most power? why are they all counted as equals when they clearly aren't?
I don't have percentages I go by or anything; I just don't like certain options being laughably inferior to others.I'm not really clear on what your standard is though regarding the meaning of level.
I guess that's where we differ; I want more than okay. As a DM, I want to be able to write or buy an adventure for level X characters, and be reasonably confident that it won't be a cakewalk or an assured TPK. I want to be able to tell my players "Build a character of X level" without having to hold a chargen seminar beforehand to avoid certain players feeling useless. I don't want to have to know my players' character sheets better than they do so that I can spend even more time prepping adventures to ensure that each of them gets their 15 minutes. I want a new player to be able to make his/her first PC without me needing to stand over their shoulder advising "I wouldn't take this one; it's not nearly as cool as it looks...please don't take that; it's kinda game-breaking."But I'm not really sure what you're getting at when you're talking about character level as a measure of power. Absent that understanding, I really don't see any reason to narrow the range of options at all. If someone wants to say there are some spells or other niche rules that need fixing, I'd go back to what I said above: of course, there always will be. But the basic paradigm is what it is, and it seems to work okay.
I don't know. I've used the bard in the past of an example of something that tends to be considered as inherently laughable (and indeed, the PF incarnation is not up to snuff, it's fair to say).I don't have percentages I go by or anything; I just don't like certain options being laughably inferior to others.
That just doesn't sound realistic to me. Again, too many variables. I don't think I've ever seen a plan that players couldn't completely blow up. The idea that advance prep can work on that level to me is unfeasible and not particularly desirable. To get it would require a lot of restrictions above and beyond normal rules (which is probably why organized play tends to have many such restrictions).I guess that's where we differ; I want more than okay. As a DM, I want to be able to write or buy an adventure for level X characters, and be reasonably confident that it won't be a cakewalk or an assured TPK.
Kind of hard to avoid with the level of complexity inherent to D&D. Again, I don't think it's achievable.I want to be able to tell my players "Build a character of X level" without having to hold a chargen seminar beforehand to avoid certain players feeling useless.
What comes second nature to me is divesting myself from the outcome of the game. I don't expect anything on paper to dictate to me how it should go, and I'd rather improvise than have stuff on paper anyway. To me, DMing is about being neutral, not worrying about this kind of stuff at all. Whatever happens, happens. To me, that's what it means to just play.Maybe this stuff comes second-nature to you; maybe you enjoy it. But I don't; I just want to play.
Okay, since oxybe asked nicely, lets look at some of his problems...
I'm going to combine these two together because they seem part and parcel of the same complaint... magic is magical...
yes...
Okay...
Alright, I confess I'm not really sure what the complaint is here. Of course magic is magical and able to accomplish non-mundane things.
Now, if the question is whether or not non-magic users can perform on-par with magic users, I would postulate (and have often in the past) that they can. In their own way, the fighter and rogue (two of my favorite classes) shine brightly. While granted that the high-fantasy tropes expect that the rogue is going to eventually get some sort of nifty magical gear that allows them to shadow-walk, and the fighter is going to get Exbladius Magnificus, the sword above all other swords, these classes rely on not using spells to accomplish their goals and the satisfaction in playing them should come from their cleverness and strength. If the wizards are outshining these classes, I would suspect there is a DM problem somewhere that needs addressed. (and if this is the case, and if you are willing to be open-minded, then we can address some of the things that might be causing this)
Now, if the complaint is that you want a world in which there is not a lot of magic, then you need to make some serious changes to the class options you give to your players, change the setting, and learn how to run a grittier style game (which can be done).
Again... yeah... I'm not sure I see the problem. The monk and the barbarian encompass less stereotypes (they are in fact stereotypes in and of themselves) than the more generic classes. Why does this bother you? The classes are tools which you use to build the character you want and if a certain class does not work for what you want, use another one. If a certain class works for someone else, more power to them. They are just options and, generally speaking, more options doesn't seem a bad thing to me.
As with classes, use the ones that appeal to the need you have at the moment. Ignore the others. If you have feats that work for you, then those are the ones you need at the moment. Why should every feat be exactly on par with every other feat when their purpose is to serve as a set of options with which to focus and customize characters? The feat that focuses on skills is useful if you are a skill monkey and a feat that focuses on combat is useful to optimizing fighters. This seems more of a feature than a bug.
Now if you have a complaint about a specific feat, that might be more useful. But understanding the purpose of feats, it makes sense that they would cover a wide variety of options.
This is not a problem in my games. But, if you are finding your characters to be skill deficient there are some things you can do to alleviate this. Firstly, don't use intelligence as a dump stat. Never play a character with a lower than 14 intelligence if you want more skills. (You can also consider playing more humans of course). Also talk with your DM about exchanging a class feature for 2 more skill points per level at character creation. Generally speaking, you can get rid of any one feat like class feature for 2 skill points/level. So for a fighter, for instance, you could offer to lose your heavy armor proficiency, or with a wizard, drop Scribe Scroll.
As for skills getting high faster, there's a feat for that. I must admit that if I have a character I want to be good at something, even at 1st level, its generally not a problem to have a +10 bonus to that one skill right out of the gate (4 from class, 3-4 from Ability, 2-3 from Feat, and even another +1 from traits if you want).
Now, as for the complaint that not every character is skillful. Why should they be?
If every character can cast spells, and every character has the exact same feats doing the exact same things, and every character is equally good at skills, it seems to me that the variety of meaningful character choices is going to be pretty small.
The complaint that weapons are boring is a strange one to me. A weapon is a weapon like a hammer is a hammer and a 50 foot length of rope is a 50 ft length of rope. If you want less boring weapons, there is nothing for it, but for the DM to do more work to make each weapon unique visually, story-wise, and in impact in-game. Personally, this seems like a lot of unnecessary work for me, at least to do it for every weapon; I think it should be done for some weapons.
If you want your character to have a weapon with more personality right from the beginning, take an exotic weapon.
Or, if you want characters to possess weapons with story, then the DM has to give it a story. There is no shortcut here. The weapon should be written up with a description, a certain amount of history should be given to it, and it should have a name. The name is really what makes a weapon special. A soldiers gun is just a gun until he names it. And then its a companion. The same is true of swords, knifes, etc.
except we don't understand the purpose of feats beyond that they're a nebulous resource. they're all over the place. why is there a shared resource that combines combat, non-combat, magic, mundane, etc...
also need feats to shore up deficiencies in the system (like, say, limited skill points and skill selection). [snip]
my problem, again, is that the skill selection various classes have access to is a mess. "get a better int score" or "use your feats to get skills" doesn't solve the conceptual issue that there are 35 unique skills in pathfinder and by default, the fighter of average intelligence can pick 2.
Yes, we've established that you enjoy a wide range of power levels.I don't know. I've used the bard in the past of an example of something that tends to be considered as inherently laughable (and indeed, the PF incarnation is not up to snuff, it's fair to say).
...You don't spend much time on the Paizo forums, do you? Plenty of PF fans think that LFQW is a problem, although it's anyone's guess which group is in the majority.But that being said, if you're trying to imply that whole dynamic where the spellcasters are just better, or they're just better past a certain level, I think that's pretty clearly not the case, at least, not in the minds of Paizo and their playtesters and subsequent customers.
Like the edition or not, 4e has proven that D&D can take on much more of the burden of prep. It's perfectly feasible, if you're willing to give up the extreme ends of the power spectrum. You are of course still entitled to your preferences.That just doesn't sound realistic to me. Again, too many variables. I don't think I've ever seen a plan that players couldn't completely blow up. The idea that advance prep can work on that level to me is unfeasible and not particularly desirable. To get it would require a lot of restrictions above and beyond normal rules (which is probably why organized play tends to have many such restrictions).
A degree of system mastery is inevitable, and arguably even desirable -- though I'm more accustomed to seeing the 'this game must reward skill' argument in reference to competitive games rather than cooperative ones.Nor is it desirable. I wouldn't want to replace football with a game where anyone can just walk onto the field, start playing quarterback, and take a defense apart. You have to learn the playbook, learn how to read defenses in real time, practice in order to execute the plays properly, train athletically, communicate, take coaching, etc. D&D requires less effort than that, but it does require a buy-in. System mastery is not a bad thing in and of itself.
Moreover, I don't get the motivation to punish skill. If player 1 knows the game better than player 2, and doesn't get a better outcome, he's got to wonder why. If the players want to play to each other's level or the DM wants to force them into something, okay, but the game isn't responsible for doing that. I can't think of a lot of games where someone who doesn't know the rules doesn't feel useless.