Starfox
Hero
Personal spells do not target creatures. They target "You".
Genuinely interested here - do you have a source on this?
(And back from gym, btw)
Personal spells do not target creatures. They target "You".
Genuinely interested here - do you have a source on this?
(And back from gym, btw)
Page 551 of the Pathfinder Core Rules includes the statement, under the Creating Potions header, that spells with the range of personal cannot be made into potions.
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I've had similar experiences - with a fighter in 4E.
What all this shows is that each of us have a VERY different take on all of this.
Hey, I'd go for that. But any rational approach to this topic requires eliminating/replacing hit points, and introducing a so-called "death spiral" for the victim. Some people really dislike that stuff. I'm not one of those people. If you want to ask why D&D doesn't let you decapitate someone with a sword or parry or stun, etc., you'll have to ask someone other than me.How about being able to do non-amazing things? Taking someone's limb off with an axe blow, stunning them with a mace to the head, slicing a tendon in their leg to make it useless, taking up an Iron Door defensive stance to be temporarily unassailable, parrying into a riposte... Anyone wanting to say they think D&D Fighters should have "realistic" capabilities needs to explain why they don't get those things. It's not because the game doesn't support severing limbs, stunning, disabling, because it does. It's just that they're required to be done by magic no matter how unrealistic that is. And frankly, a mundane Fighter being able to do those things would be amazing by D&D's standards, even if reality wouldn't agree.
I think the highest level druid I played was around level 8 or so. He had a respectable animal companion, but it certainly was no substitute for whatever martial characters we had. Nor were his wild shape forms good enough to use for combat purposes. I spent a lot of spells buffing my crocodile.at what level? because at level 5+ not only are druids better, but there animal compainion is close enough to equal to the fighter that you need to look real close to see the fighter being any better.
But not a fair analogy. If any mortal man could cast spells, they wouldn't be very magical. Any player can choose a spellcaster, but the classes are always written with in-game barriers to access (training, bloodlines, divine patrons, etc.).lets turn that around That makes the warrior pretty worthless. the warrior devoted years of his life to learning, petitioned master to train for it, is exusted after a fight and gets an outcome any mortal man could have gotten out of a book? that no very heroic is it?
In that case, what you want is unreasonable. Magic is by definition beyond what is normal. If things that aren't magic are as extraordinary as things that are magic, then the magic isn't magic.What I want is a PC that can be as extraordinary as I want with out being a spell caster.
This is at least somewhat fair. The spells per day expand way too much, and they should be a more meaningful limitation than they are.if the wizard never had more then a few spells per day that would work... but instead you get the best of both worlds out of wizard.
Don't know what that is, but okay.in myth and magic figters start at +5/+5/+4
Fall from the sky, reach terminal velocity, hit the ground, and survive. Kill a thousand orcs by himself. Smash a lich's adamantine phylactery with one blow. Defeat a golem without using cheesy noncore spells that ignore SR. Be revered as a war hero.ok, lets start here then... educate me, show me what your lets say 12th level fighter can do.
Sure. That's a big one. Save math in the RAW has its problems.One thing I've found that seems like a minor detail, but it seems to help 3E (and Pathfinder) a lot is using fractional base saves from 3rd Edition's Unearthed Arcana. There are a lot of fractions that get rounded along the way during save progression through the levels. If you take the extra step to actually keep track of them, some classes end up with better saves than they might otherwise have. In particular, it helps to fix some of the problems with saves when it comes to multiclassing.
Many wizards would struggle to carry a bag of holding even after they found the money for it.Also, I've found that a lot of other groups complain about the wizard without actually following some of the game's rules. In particular, ignoring encumbrance helps the wizard carry the hundreds upon hundreds of scrolls and magic items which I see people talking about a wizard having.
This is really a consequence of one of the basic oddities of D&D: attacks advance with level and defense doesn't. Adding any kind of dodging/parrying mechanic or base defense bonus helps enormously. It is a big issue; AC is largely determined by magic items, which are very campaign-dependent (and which often do not increase touch AC).One of the biggest things which bothers me is how touch AC works. Thematically, it makes sense. In actually play (and combined with how D&D levels work,) it makes a lot of low level spells more powerful than they should be. I'm not a fan of D&D style HP either.
Sleep is a first level spell. It is weird that it's easier to cast a sleep spell on someone than to knock out someone with your fist (how generic of a movie trope is that?).You're right in saying the fighter is really good at damaging an opponent's HP. The problem is that a lot of D&D spells don't even require me to harm your body to kill you. What level of spell is sleep? It's been a while since I've played 3rd, so I forget. I do remember there being a few levels in PF where it stops being useful, but eventually you just replace it with Deep Slumber.
Mysticism isn't equivalent to magic. For instance, it includes auto-hypnosis. (And a troll's regeneration is non-magical. So why should I infer that a monk's mystical abilities are magical?)I don't think the monk has ever been non-magical. Vague? Sure. But always mystical.
They are natural to the dragon. They certainly don't resemble spell-casting. In AD&D, and in 3E, the game draws a marked distinction between a dragon's breath weapon and a dragon's spellcasting.So you're suggesting that breath weapons are as natural as bashing someone over the head? I don't think so.
I don't see any reason why this should be so. Exclusivity and magic have no particular connection - for instance, most mortals can't run 4 minute miles, nor run 10s 100m, but the ability to do so isn't magical.If any mortal man could cast spells, they wouldn't be very magical.
My understanding is the same as that of [MENTION=67338]GMforPowergamers[/MENTION] - that a druid, by polymorphing into a bear or something similar and getting stat and grapple buffs, is a better wrestler than a fighter.AFAIK, fighters are better at melee combat and wrestling. If they weren't it would be a problem.
Here is a link to an actual play report from my game in which a fighter defeated a water weird. (Though not by wrestling it - the character is a polearm fighter, not a grappling fighter).And for someone who seems so interested in citing fringe examples as precedent, I don't see you coming up with any examples through the editions of how martial characters ever had epic powers of this nature (particularly not at the levels we're talking about; Polymorph is a 4th level spell).
Be toughter relative to comparable HD monsters, because (i) they use d8s, (ii) they don't get CON to hp, (iii) they don't get STR to damage (nor to hit, but at least through mid levels they have a slightly better to hit matrix) and (iv) they don't get DEX to AC or magic armour to saves.So.... what can a 2nd edition fighter do that a 3e one can't?
A 3E spell caster has a "spell component pouch". Why can't a 3E archer have a "quiver"?I didn't mean gritty as in realistic, I meant gritty as in bothering with minor details. I find it a bit hard to combine a fighter being able to wrestle a river (per an example above) and still having to keep track of arrows.
Even if all a wizard could do was Spider Climb, Hold Portals, turn Invisible, Fly etc they would still be pretty potent. (Arguably as potent as a classic D&D thief.) The ability to do area damage on top of that is gravy. The unique ability to deliver status effects and debuffs isn't needed to balance their numbers, in my experience. It pushes them in the other direction.DnD is a hp game. There are some abilities that bypasses hp as a defense (save or die, some combat maneuvers, sneak attack to a degree) and these have always been problematic. The fighter is the class built most around the hp mechanic - both dealing and taking hp very well. Other classes have to "cheat" and use workarounds because they don't have the fighters very good base numbers. If we give fighters ways to cheat too, we have to reduce those base numbers, and all classes become more or less the same.
In my view this is purely a function of system. For instance, in Runequest or Rolemaster "me and my sword only" still includes debuffs and status effects, via the crit rules. In HARP or Burning Wheel, "me and my sword only" includes using Fate Points to boost your attack roll. In 2nd ed AD&D, "Me and My Sword Only" includes 3/2 attacks at 1st level, which is unattainable for a (pre-UA) 1st ed AD&D fighter.Part of the pride of being a fighter is to say "Me and My Sword Only" and be the equal of other heroes with supernatural abilities
Seriously? In the 4e PHB, to find a fighter power that dazes I have to go to 13th level (Anvil of Doom, single target attack vs AC for 2W & dazed (stunned if the weapon is a hammer or mace). (There's also a Pit Fighter power at 11th, that dazes on a successful secondary attack; and the warlord gets a 3W power otherwise similar to the fighter's at 17th.) The wizard, at 3rd level, gets colour spray - a close blast 5 vs Will for 1d6 and dazed. There's no comparison.This was a big problem in 4E. Because there were so few effects to build powers from, and a constant influx of new powers, all classes ended up with all sorts of powers. Nothing was unique or special. All classes having all powers means the only real difference between classes are the base numbers - which fighters were still the best at. Hence the 4E fighter ended up horribly overpowered.
I think the general idea is that you use a bag of holding, or Heward's Haversack, or some other self-crafted item that enables you to easily call desired objects to hand while making sure those objects don't count against your encumbrance.I've found that a lot of other groups complain about the wizard without actually following some of the game's rules. In particular, ignoring encumbrance helps the wizard carry the hundreds upon hundreds of scrolls and magic items which I see people talking about a wizard having. With a (usually) low STR, how is he carrying all of that stuff.
I don't mind that sort of game but would never use D&D for it.I prefer a more gritty and grounded fantasy experience.
This is why 3E has never really appealed to me. It's a mixture of gonzo (eg hit points) and gritty (eg skill rules) that strikes me as inherently unstable for a wide range of approaches. And recurring threads like these don't dissuade me from that impression!Where I think 3rd Edition sometimes causes problems is in trying to be more than one game at the same time without actually being a modular system.