Alzrius
The EN World kitten
Then again, if we're talking a combat rogue with solid damage, how long will it take to just smash through the wall? Depends on the wall of course.
Two words: adamantine weapon.
Then again, if we're talking a combat rogue with solid damage, how long will it take to just smash through the wall? Depends on the wall of course.
Exactly. Then it's just a damage vs hp question. Stone has 15 hp per inch of thickness, so if we're talking about a stone wall that is a foot or more thick, it could take a few minutes (though for a really martial character with strength, PF's nerfed PA, and a really nice weapon, dealing over 100 damage in a round is quite feasible, and any wall that isn't adamantine itself will fall inside of a minute).Two words: adamantine weapon.
That is true. I don't know that there are any versions of D&D or its offshoots that this is not true of, but certainly there's a case to take the game into a more grounded direction and reduce the rock-paper-scissors dynamic you're talking about.It's that the entire system creates a situation where the ONLY campaign you can run is one that is super magical.
That is true. I don't know that there are any versions of D&D or its offshoots that this is not true of, but certainly there's a case to take the game into a more grounded direction and reduce the rock-paper-scissors dynamic you're talking about.
This is different from the wizard using his spells to play pretend rogue?
I know what you mean; sometimes I'll start fixing some aspect of the game -- like spells, for example -- then one thing leads to another, and I again realize that I'd have to rewrite the game to notably improve it.The more I read this thread the more I remember that my answer to the original question is: "everything".
Ah, gotcha. I thought you were one of those "RAWR! PCs don't need anything, WBL is stooopid!" people.To me, scattering them and reducing their magnitude is the thing to do after you've ensured that they are not assumed or necessary. If, instead of needing a +2 enhancement bonus on his sword just to be useful, a 10th level fighter has a choice between +2 attack or +3 damage or something else, then it becomes interesting.
I...wouldn't recommend that, considering how poorly it worked out for the truenamer.Third, make magic harder to cast. There are a number of ways to do this. Skill checks for each spell seems the easiest solution to me. Perhaps where the difficulty is equal to 10 + 2 x Spell Level.
Seems to me that killing things and taking their stuff is embedded into the game. I take it as given that the stuff is mechanically useful.Ah, gotcha. I thought you were one of those "RAWR! PCs don't need anything, WBL is stooopid!" people.
Generally not true; the closest thing to an exceptio would be Knock, but that's a small niche. An invisible wizard is not as generally as stealthy as a hidden rogue for instance, nor is charming someone as beneficial as actually winning them over with a Bluff or Diplo.The difference is Wizard playing pretend-Rogue is better and more versatile than the actual Rogue.
Generally not true; the closest thing to an exceptio would be Knock, but that's a small niche. An invisible wizard is not as generally as stealthy as a hidden rogue for instance, nor is charming someone as beneficial as actually winning them over with a Bluff or Diplo.
Conversely, a rogue playing wizard can also sometimes be better than the wizard. A wand of Ray of Frost (or any ray spell of choice) makes for some pretty devastating sneak attacks; wizards can't do that kind of damage with those spells. A rogue can shoot a fireball with himself in the center and ignore the damage by evading it. A rogue is much better at negotiating with creatures recruited through calling spells. An invisible rogue is much sneakier than an invisible wizard. The list goes on.
The rogue also can use healing wands at the same time; healing is not impossible but is rather a challenge for the arcane casters.