Thanee said:Well, magic gives the most options, right? I mean nothing is even close to how much magic gives in terms of options. More options = harder to assess a situation, thus it takes more effort to plan with that in mind.
Only a certain number of spells may be cast usefully at any one time. But then, 'most options' is incredibly difficult to determine. For the most part magic only does certain things, especially given by level. Same with most anything else, pretty much a wash. Combinations of skills can definately cause a major hassle for a dm that is not prepared for them, especially the ones that arent clearly defined.
Generally speaking you will know what your pc's have and will know their general strengths and weaknesses. It doesnt matter if pc 1 has memorized either protection from fire or acid arrow, general power levels are pretty well established. Higher level pc's can be assumed to be able to find some way around most challenges. It is simply a nonissue.
Along with that, a higher number of feats (necissary to have the fighter even pretend to be a worthwhile class) comes a larger amount of diversity. Having hundreds upon hundreds of different feats means combinations that the dm has to think ahead for. This is no different than spells certainly. It can make it even harder on the dm though, especially with certain feat choices. For the most part being able to tell which spell wont fit properly in your game is easy enough, but being able to figure out which feats in combination with these other feats interacting with that feat and in that combo.. that can get very hard indeed.
So no, all of the parts are pretty much equal when it comes right down to it. Some people simply have a harder time with some things and an easier time with others.
Thanee said:I definitely notice, that in high level play, while I am surely very able to handle that, magic takes a considerable amount of time in the planning. Actually it's about the only thing, which requires any sort of effort at all.
Then you are good at skills and feats and other abilities but bad at magic? sure, go for it. Personally I have had zero problem with high level magic and have been able to ignore it as an issue. Of course I knew ahead of time what the campaign flavor was going to be and got rid of a few problem spells that would have interfered.. but that is no different than banning something like the vorpal enhancement or changing a few feats. A few ounces of prep time in each aspect of the game and many later issues simply never come up.
Thanee said:Please note the "...". I mean free only in terms of actions, really.
Ahh.. so you admit that the opportunity cost of taking the power and the feat, along with the cost of the pp's is still there but they dont matter? Also, you dont feel that free actions are actions? wow..
Well, that is obviously not the case. If nothing else it is easy enough to see that if you are burning your extra action (either hustle or burning your move) to get focus to throw off a quicken then you are losing extra pp and actions that could have been used for something else (then again, you cannot hustle and use a quickened power in the same round anyway, so your 'free only in terms of actions' is just completely unfounded, the cost there is high as well).
Thanee said:Actually I have a very big problem agreeing with it... but I also know where the difference comes from... you are not taking non-combat into account.
The fighter has zero non-combat usefulness in and of himself.
The psychic warrior only gets 20 powers total at level 20. Most/all of those will have a primary purpose of 'in battle'.
In any event though, we know that the psychic warrior will have the potential to be better out of combat simply because the fighter has no ability out of combat.
Unbuffed psychic warrior is much weaker than a fighter in combat. A fully buffed psychic warrior (this is a rarity for many reasons) are better in combat. However, given the limited time of being better and the limited occurances possible in a given day (it is possible for the psychic warrior to only have enough pp for a single battle) the two come out about even.
Which is sad for the psychic warrior.
But then, even as the psychic warrior can pick powers/feats that are more useful out of combat the fighter can spend some prescious feat slots on something of non-combat use. But then most feats are combat related to begin with in some fashion.
Thanee said:Also, just because a psychic warrior is unbuffed at the beginning, doesn't mean he or she cannot make use of them in a combat, even if the manifestations actually cost actions, as it should be (IMHO).
Of course it costs actions either way. Even with quicken and schism both it still costs quite a few actions to get buffed up enough to matter. It takes at least 3 buffs to simply catch up, which means something like 6 rounds minimum. Talk about an ouch, I believe there was a poll on this site awhile back talking about average combat length.. I think that the answer came out to be around 6.
But then we tend to use more tactics in my games, an actual battle could be stretched out over the course of several hours of in game time with any particular piece ranging from 1 round to about 9 rounds.
Thanee said:I'm actually not quite sure, what they mean there... can you use Schism to manifest an extra power (i.e. Dispel Psionics), 6 PP below your maximum (can you use Overchannel/Talented with it?), without any metapsionics or anything else, which requires the use of psionic focus, once per round?
If so, then it's too much already.
So you want to use dispel psionics with your schismed mind? I guess you dont actually want to really dispel anything. Start at dispel level 10, pump in 5 pp and drop a full overchannel to manifest a dispel of level 17 (or +20 if we assume the other way of reading it). Woo. Not impressive, especially for the cost.
But with the designers 'clarification' the other mind cannot gain focus or use focus. Plus, with the way he said it there definately seemed to be a houserule involved if you wanted to allow it to target something, as it has no control overy any physical piece of your body (hard to aim if you cannot see your target). Along with personal only powers not working.
Effectively does nothing.
Thanee said:BTW, I don't expect you to agree here, since you think it's fine, that haste effectively doubles the spellcasting power of a wizard or sorcerer (even if it cannot be cast "for free", aka starts to take effect one round later as you house ruled it).
There is a general interpretation saying that haste comes into play right after you cast the spell and get to use that action right then. I consider that interpretation to be a houserule really. Just like if someone tried to tack sneak attack damage onto a fireball. If you go out of your way to make something overpowered then that is the problem.
Thanee said:If you have 18 available? If fighting is your primary purpose? No, not at all.
A major investment, yes, but "overspecialization" means to go beyond such reasonable borders to me (as clarified above). Major investment is completely fine.
I'd still have to say that useing about 1/4 of your feat choices for a single weapon is more than just 'specialized'. Especially since you already went that far you are likely to get more feats to go with it. Effectively you 'will' be useing that weapon at every given opportunity. To do otherwise means that you ignore about 1/4 of your feats (likely more).
But if you wish to mix and match terms of 'major investment', 'overspecialized' and whatever else.. while making them all worth varying amounts to you fine, but realize that it wont make for a useful conversation. That is the slippery slope that makes talking about alignment more or less impossible, the terms keep on changing from person to person.
Thanee said:Take fighter (or whatever) levels 1 through 20.
Now look at the "usefulness" (i.e. on a scale of 1 to 10) of the class as a whole (taking some guesstimates, of course) for each of those levels.
Ok, lets see. Paladin at low levels has incredibly high saves, good skills, and a few interesting abilities. Plus gains a warhorse that can be as tough as the fighter is anyway (sans the feats of course). So this guy ranks pretty high.
Ranger. No comparison here, he gets at least double the point value of the fighter on the usefulness chart.
Barb. Better hd, same bab, same save, trades in fighter feats for a list of abilities that are mainly better than any feats.
Ok, given the above I will rank the fighter as a 2 (or a 3 if I am feeling generous).
Thanee said:Now multiply this "usefulness" by 1.5 for levels 6-10 and by 0.5 for levels 16-20, taking into account, at what levels this game is played the most (tho, actually, then the lowest levels should be weighed higher, but I specifically stay away from that, since they usually fly by faster than the higher levels (altho the system is not built like this, but also somewhat because set backs (level loss)), and any differences are still not very high at the lowest levels).
Umm.. no. Why multiply by 1.5 for these levels? are those the only levels he is good for? Does his power level drop by a third at level 11? If so then you have just proven my entire point. Worthless class. If all the class is used for is a stepping stone to a prc then the fighter is not a good class. It has to be good in and of itself to be good, not just, 'well, it is good for two levels sortof and then fades out rapidly.. but I got to prc X faster!'.
Thanee said:Seriously, have you seen any wizard x who can easily keep up with a wizard x/prestige class y ? Any at all ?
Yep, but then you are apparently working under the assumption that prc's increase overall power. They do not, or at least should not. They typically make one better at a certain area to the detriment of others. If all it does is make one better all around then something is wrong with the prc.
But it is a tricky scale to work with really. Some things work out better in certain ways, others not so much. Much like cutting off a level of caster. A single level taken away from manifestor level makes most prc's pretty much useless. So the vast majority of prc's for casters arent even worth the ink they are printed on. It is probably the case that you have only seen the few in action that are worth taking but also push the bubble too much for giving things back. If only 5% of the caster prc's are worth taking and 10% of those are overpowered and you have only seen that last 10% in action then obviously you will feel that caster prc's are overpowered. Even though for the most part they are garbage.
Thanee said:Well, I wouldn't call Spell Focus a thrown away feat, most wizards tend to pick that up, anyways, and they need only 3 feats, really, 2 of which are Spell Focus. And at least for one specific character concept, Skill Focus: Spellcraft is also highly useful.
Spell focus is a pretty worthless feat. It was weak at +2, now it isnt even a blip on the radar.
Skill focus is a very flavorful, but generally weak, feat as well. Mostly useful for really maxing out a needed skill or for npc's. It doesnt really do much for this sort of character. They already will put skill points into spellcraft anyway, they are already going to have a high int, so for most checks they will only have to roll a negative number to fail anyway (or a 1, depending on the dm). Having a +3 wont even do anything most of the time.
Effectively 3 placeholder feats, loss of a bonus feat, and losing a bunch of spell slots for some power in return. ::shrugs::
Overall though, you have heard not only from me but also from the guys at the character optimization board. If hearing what they have to say doesnt convince you then it isnt likely anything else will either.
The fighter needs a good fixing, even more than the 3.0 bard and ranger did. Someday he might even get it.