Ahnehnois
First Post
Yes.So, if I'm free forming, ignoring most of the mechanics, and playing the game, I'm still playing D&D?
Hypothetically, though. That wasn't even what [MENTION=6697674]pickin_grinnin[/MENTION] said.
Yes.So, if I'm free forming, ignoring most of the mechanics, and playing the game, I'm still playing D&D?
4 druids? Yeah, I could see that. 4 clerics? Maybe less chance, but, depending on how they synergized their characters, it's possible. 4 wizards? After about 5th or 6th level maybe, but, I wouldn't expect them to do it before then. 4 fighters or 4 thieves going through any published module that wasn't specifically tailored for that specific group? Not a chance. The only way that doesn't end in a lot of dead PC's is if the DM is fudging things left, right and centre.
I'm going to stick my neck out and go for the latter.Do the hill giants in room 1 of the Hill Giant Steading automatically get a bonus to their saves against Charm Monster, or does it depend on the circumstances?
I think so, but who cares? If there is a rogue in the party, then let the rogue do the rogue stuff. If there isn't, then no comparison is needed.Do wizards make better rogues than rogues do?
Actually, this one has been answered. About a minute, apparently.How long does it take to hack through a stone wall?
I think it can, but it might not be.If something is not a traditional form of magic, can it still be magic?
Dunno, too difficult.Does regeneration involve regenerating?
No, because none of the real world examples, as far as I am aware, involve magic.Does regeneration that involves regenerating have to be magical?
I think the problem is the disparity between the power levels of potential player characters. Some stuff comes with a "health warning" e.g. the Commoner class is described as an NPC class, and has a very uninspiring name. Other stuff e.g. Vow of Poverty has an uninspiring name but you might think it was a valid option. Other stuff has a great name e.g. "heavy crossbow" so is a trap option.What is wrong with Pathfinder and how can we fix it?
4 clerics with different builds could totally do any adventure. In fact if I was building a party of all the same class, Cleric is the first one I would light on as there is so much variance between the possible builds. But 4 wizards, 4 fighters or 4 rogues could likewise be successful in most adventures. The speed of completion will be affected, but I don't know why you think that its unlikely or impossible short of DM fudging. I can imagine it happening pretty easily actually, assuming the players play to their strengths and play intelligently. Absolutely no reason they could not.
Same here. Even disregarding D&D's alchemy theme and obviously 'artificial' chimeric creatures, I don't see how to explain things like hit points without the assumption that D&D physics/biology just work differently than they do IRL. Whatever one's favorite explanation for hit points happens to be, nobody in the real world is that lucky and/or tough.I generally take it for granted that the natural laws and micro-details of a fantasy world aren't the same as for the real world (eg air, fire, water and earth are all elements). Particularly so for biology, given that - whatever the truth for the real world - I take it as given that lifeforms were created rather than evolved.
The all rogue parties are the ones I like best. I've done this in 2e D&D and Pathfinder. We find that it really becomes more of a skill oriented game and with the wide variety of skills rogues can have it can easily set the PCs apart. They had some issues with certain encounters but that was to be expected. Other times though with their ability to use stealth and take advantage of sneak attack situations they were able to handle what I thought would be tough fights with ease. They did not just make it through published modules but they made it through a full Adventure Path.
Sorry, but, I'm not buying it.
Seems to me that trying to run an all-wizard party might require a lot of fudging to not just kill them immediately.Sorry, but, I'm not buying it. Not without a heck of a lot of fudging going on.
Why not? As a Pathfinder DM it seems entirely plausible to me. The rogue's biggest annoyance is always other team mates messing up their stealth checks. Lots of scouting and relying on skills, along with the ability to bypass magical traps - so why not?
Seems to me that trying to run an all-wizard party might require a lot of fudging to not just kill them immediately.
Nope. If you have a group of smart, resourceful players who don't rely on simple skill rolls to get by, and a DM who doesn't play in a purely mechanistic fashion, you could have a group composed on nothing but thieves, or nothing but clerics, or whatever successfully go through just about any adventure.
The problem is that a lot of players and DMs play Pathfinder and D&D like a wargame with some roleplaying mixed in, which results in ever significant action requiring a dice roll. If you play it as a roleplaying game with some mechanics for figuring out the things that can't be handled through roleplaying alone, you get a whole different game with a lot more variety.