Sylrae
First Post
Hey again, Celebrim, Wulf.
You both made some really good points. So here is what I have to say.
Wulf, your intent is to balance combat, and think out of combat should not be counterweighted against in-combat.
Trailblazer clearly supports that, and in fact, does so quite well. (I Have some issues I'd like to talk about in regards to the caster changes, but I'll start a separate thread to ask about those.)
You balance things much like they try to balance them in WoW, which is to say, the things that matter IN combat.
Celebrim, your intent is to say that out of combat abilities need to be checked against in-combat abilities. (which was my original stance, but now I can see both sides of the argument).
I think this was pretty clear that was WotC's intent with 3e/3.5e, otherwise the rogues and monks wouldnt be so much better out of combat than the fighter.
Wulf might disagree with me, but I'd say that if you run his type of games, where balance is all about combat, then the skills which are not combat centric should be dropped, and all classes should get the same number of skillpoints, then rebalance accordingly. In fact, I can see that working quite well in some games. Then, make proficiencies into skills, instead of feats. Add that to Trailblazer and you have a game that is balanced in combat, and out of combat things are dealt with either narratively or by simple ability checks.
As for the argument of Rogues getting full BAB, if we're just balancing combat utility, I can see rogues with full BAB progression as a a big checkmark. More than a fighter, a rogue as a combat character should be getting in more attacks. I'd argue they should have comparable hit rates and rogues get more attacks to compensate for being more frail, or rogues get equal/less attacks but for considerably more damage.
If out-of combat is a serious part of the game, then beefing up a rogue's combat abilities may not matter so much.
I'd say that while many games may be spent mostly in combat, or that out-of-combat is easy, D&D3.5 is built assuming a mix.
As to whether or not skill utility matter in combat, that really depends on your combat. If you run combats where feats of acrobatics are common or encouraged, where crazy stunts are attempted that can lead to your death if you fail (fighting on a rickety beam in mid combat over a spike pit), Swinging on ropes on a ship to get across the ship faster without being flung overboard, fighting while climbing, jumping over an opponent and attacking them in mid swing, Attacking people while sliding down a flight of stairs on the fighter's shield, or fighting on shifting terrain where balance failure means falling prone (or worse, falling to your death), then skills are directly balanceable against combat abilities because well, they matter IN combat.
I don't see a problem with making the rogue a frail heavy damage dealer. But if you do, you need to do somethign about the utility. At which point they're the damage fighters instead of the defense fighters. (which is perfectly ok).
I'd say that the "Damage Fighters" of D&D are Mages. And clerics, which are good at everything.
I'm guessing you play very different games than I do though in terms of skill utility because many of the skills are very highly usable in combat. One of the things that me & my players commented on in pathfinder was "With the skills they combined, we'll all have more out of combat utility, and still be as good in combat."
In our games it seems to be about 30-50% of the game is in combat, and combat still often uses skills, as explained above (Those sorts of situations are not uncommon in our games).
The types of combat in our games have led me to attempt things in other peoples games that everyone just looks at me shocked for. Yay for creative skill usage in combat/chases! One time in a White Wolf Aberrant(mutants/superheroes) game with a group I hadn't played in before, I used skills to bounce a motorcycle I was riding over cars and drive against traffic, towards the cops chasing me, and then of course, use my short-range teleportation to go through the cop cars by just teleporting myself to just on the other side of their cars. Everyone looked shocked that I was even trying things like that, and my response was "doesn't everyone play like this?"
I can admit to having some nonstandard playstyle things that I've grown accustomed to because of my first serious gaming group.
Things that don't happen in most games that happen enough to not be a rarity (which I accept, and often even LIKE) in ours are:
1. The group splits up temporarily either for some sort of exploring reason or because of conflicting goals/schedule planning.
Players miss encounters frequently enough that I stopped giving xp for combat, cause I was getting group spreads like 2, 3, 4, 6, on a regular basis.
2. Players design their characters' goals, and if they don't mesh, players will split up or even kill/rob eachother.
I just allow it, and smirk when someone passes me a note that says theyre going to poison another player or that theyre waiting for an opportunity to stab them etc.
3. There is no healer.
Healing potions get REALLY cheap because everyone has to be their own healer in these games.
4. The cleric doesn't heal unless it benefits him, charges other players for healing, or otherwise uses himself as a combat monkey instead of a healer (that IS what he's best at per RAW. Fight about as well as the fighter, or cast as well as a mage, with the assumption that youll be spending a good chunk of your time just holding up the group. If you don't meet that assumption youre just overpowered).
I've been rewriting the cleric as a divine caster, either more like a sorcerer or like a duskblade, and when I'm done will not use the cleric anymore.
I'm going to try to spread around the healing, since a primary healer is so rare in my games. Sometimes there is a bard who heals, or if theyre lucky, a druid.
So I have some nonstandard gaming practices. [Edit]Forgot to mention: While I have nonstandard gaming practices in many respects, there's no reason you can't use skills in combat like I just described. That's why you have balance, climb, tumble, jump, etc/acrobatics, climb, etc.[/Edit]
That being said, combat skills, are still incredibly useful. In fact, if I were you(wulf), where your games are so combat heavy I'd make the physical skills be separate like in 3.5, not combined like pathfinder.
I await your guys responses.
You both made some really good points. So here is what I have to say.
Wulf, your intent is to balance combat, and think out of combat should not be counterweighted against in-combat.
Trailblazer clearly supports that, and in fact, does so quite well. (I Have some issues I'd like to talk about in regards to the caster changes, but I'll start a separate thread to ask about those.)
You balance things much like they try to balance them in WoW, which is to say, the things that matter IN combat.
Celebrim, your intent is to say that out of combat abilities need to be checked against in-combat abilities. (which was my original stance, but now I can see both sides of the argument).
I think this was pretty clear that was WotC's intent with 3e/3.5e, otherwise the rogues and monks wouldnt be so much better out of combat than the fighter.
Wulf might disagree with me, but I'd say that if you run his type of games, where balance is all about combat, then the skills which are not combat centric should be dropped, and all classes should get the same number of skillpoints, then rebalance accordingly. In fact, I can see that working quite well in some games. Then, make proficiencies into skills, instead of feats. Add that to Trailblazer and you have a game that is balanced in combat, and out of combat things are dealt with either narratively or by simple ability checks.
As for the argument of Rogues getting full BAB, if we're just balancing combat utility, I can see rogues with full BAB progression as a a big checkmark. More than a fighter, a rogue as a combat character should be getting in more attacks. I'd argue they should have comparable hit rates and rogues get more attacks to compensate for being more frail, or rogues get equal/less attacks but for considerably more damage.
If out-of combat is a serious part of the game, then beefing up a rogue's combat abilities may not matter so much.
I'd say that while many games may be spent mostly in combat, or that out-of-combat is easy, D&D3.5 is built assuming a mix.
As to whether or not skill utility matter in combat, that really depends on your combat. If you run combats where feats of acrobatics are common or encouraged, where crazy stunts are attempted that can lead to your death if you fail (fighting on a rickety beam in mid combat over a spike pit), Swinging on ropes on a ship to get across the ship faster without being flung overboard, fighting while climbing, jumping over an opponent and attacking them in mid swing, Attacking people while sliding down a flight of stairs on the fighter's shield, or fighting on shifting terrain where balance failure means falling prone (or worse, falling to your death), then skills are directly balanceable against combat abilities because well, they matter IN combat.
I don't see a problem with making the rogue a frail heavy damage dealer. But if you do, you need to do somethign about the utility. At which point they're the damage fighters instead of the defense fighters. (which is perfectly ok).
I'd say that the "Damage Fighters" of D&D are Mages. And clerics, which are good at everything.
I'm guessing you play very different games than I do though in terms of skill utility because many of the skills are very highly usable in combat. One of the things that me & my players commented on in pathfinder was "With the skills they combined, we'll all have more out of combat utility, and still be as good in combat."
In our games it seems to be about 30-50% of the game is in combat, and combat still often uses skills, as explained above (Those sorts of situations are not uncommon in our games).
The types of combat in our games have led me to attempt things in other peoples games that everyone just looks at me shocked for. Yay for creative skill usage in combat/chases! One time in a White Wolf Aberrant(mutants/superheroes) game with a group I hadn't played in before, I used skills to bounce a motorcycle I was riding over cars and drive against traffic, towards the cops chasing me, and then of course, use my short-range teleportation to go through the cop cars by just teleporting myself to just on the other side of their cars. Everyone looked shocked that I was even trying things like that, and my response was "doesn't everyone play like this?"
I can admit to having some nonstandard playstyle things that I've grown accustomed to because of my first serious gaming group.
Things that don't happen in most games that happen enough to not be a rarity (which I accept, and often even LIKE) in ours are:
1. The group splits up temporarily either for some sort of exploring reason or because of conflicting goals/schedule planning.
Players miss encounters frequently enough that I stopped giving xp for combat, cause I was getting group spreads like 2, 3, 4, 6, on a regular basis.
2. Players design their characters' goals, and if they don't mesh, players will split up or even kill/rob eachother.
I just allow it, and smirk when someone passes me a note that says theyre going to poison another player or that theyre waiting for an opportunity to stab them etc.
3. There is no healer.
Healing potions get REALLY cheap because everyone has to be their own healer in these games.
4. The cleric doesn't heal unless it benefits him, charges other players for healing, or otherwise uses himself as a combat monkey instead of a healer (that IS what he's best at per RAW. Fight about as well as the fighter, or cast as well as a mage, with the assumption that youll be spending a good chunk of your time just holding up the group. If you don't meet that assumption youre just overpowered).
I've been rewriting the cleric as a divine caster, either more like a sorcerer or like a duskblade, and when I'm done will not use the cleric anymore.
I'm going to try to spread around the healing, since a primary healer is so rare in my games. Sometimes there is a bard who heals, or if theyre lucky, a druid.
So I have some nonstandard gaming practices. [Edit]Forgot to mention: While I have nonstandard gaming practices in many respects, there's no reason you can't use skills in combat like I just described. That's why you have balance, climb, tumble, jump, etc/acrobatics, climb, etc.[/Edit]
That being said, combat skills, are still incredibly useful. In fact, if I were you(wulf), where your games are so combat heavy I'd make the physical skills be separate like in 3.5, not combined like pathfinder.
I await your guys responses.

Last edited: