Pathfinder 1E So what do you think is wrong with Pathfinder? Post your problems and we will fix it.

Through strength and willpower, built up via training and dedication, martial PCs do extraordinary things that exceed the capabilities of mere mortals. REH's Conan is an example of a martial character in this sense. In LotR Boromir and Aragorn are both examples. It's clear within the fiction of LotR that neither is a wizard, nor using magic in the same way that Sauron does, or the user of a palantir does, or even the way that Feanor did to craft the Silmarils. Like Conan, each is drawing on his strength, willpower and dedication to do amazing things.
I think there is a blurry line between doing extraordinary things (out of sheer strength and will) and genre Badassdom (Badassness?)
http://tvtropes.org/pmwiki/pmwiki.php/Main/Badass
I think that most LoTR characters like Boromir and Aragorn are relatively grounded characters, perhaps with moments of genre badassness, but mostly grounded, and it's quite a stretch IMO to hold them up as tokens for 4E martial powers.
 

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When it comes to class swapping, it really goes down to DM style and the adventure type. The importance of a class and features changes whether you are exploring in a dungeon, dealing with a hostile tribe on the plains, outmaneuvering a blizzard, organizing a regicide, or stealing from a secured magical laboratory.
Of course it does. Which makes the whole "challenges are trivial to a wizard" line even more ludicrous. There are probably some situations that favor the class, but also some that don't.
 

One thing that bothers me is: Why are giants humanoids, when monstrous humanoid would be a much better fit? It seems silly that a harpy or medusa gets better hit dice and BABs than an ogre or troll. And things like the jotun troll or abyss gigas are definitely monstrous.
 

One thing that bothers me is: Why are giants humanoids, when monstrous humanoid would be a much better fit? It seems silly that a harpy or medusa gets better hit dice and BABs than an ogre or troll. And things like the jotun troll or abyss gigas are definitely monstrous.
The split between monstrous humanoid and humanoid is an odd one; some from the latter group really aren't that monstrous. And, as you note, wide differences between the utility of monster HD are somewhat odd.

Could we, hypothetically, fix all the monster types so their levels are all of equal value? Now that would be a step towards balance. Should we?
 

So to get this straight pathfinder is soo hard to DM (and 3.5 also) that gm that run savage lands dead lands D&D 2e and 4e Wod and CoC with less problems some how just fail to run it right

And far from an isolated incadent this happens all the time, and as such the inly way to fix it is to "play better"

Did I sum that up right?


Maybe I should just give up here but please someone tell me I am miss reading this. I (and others) came here with problems and are basically being told "sorry that is user error"

I've been the primary cook at my house for two nearly decades. I'm a pretty decent cook. My son goes ga-ga over my fresh blueberry muffins. I love to make pies, but I have one problem. I can't make a flaky flour-based pie crust to save my life. My wife makes great ones but even if I imitate her as exactly as I can with material and technique, mine never holds together right.

What does this mean? Does it mean I'm a bad cook? A dumb cook? No. It means I'm just not very good at certain kinds do pie crusts. Not every baking technique is for everyone.

Not every game works for everyone either. It doesn't mean you suck as a GM if you never figured out how to make Pathfinder work for you. You might just suck as a Pathfinder GM. Find the games that work for you like I find alternative pie crusts.
 

Of course it does. Which makes the whole "challenges are trivial to a wizard" line even more ludicrous. There are probably some situations that favor the class, but also some that don't.

Problem is, "some situations" is about 99.9% of them.

Seriously, I've seen Wizards completely faceroll magic immune Golems and enemies in an Anti-Magic Zone just by casting spells at them with zero difficulty. It's embarrassing.
 

Of course it does. Which makes the whole "challenges are trivial to a wizard" line even more ludicrous. There are probably some situations that favor the class, but also some that don't.

It highlights the fact that too many DMs play similar games and adventures that give advantage to wizards (or whichever class)

So if you have a class that can only fight and jump well and many DMs don't make high end fighting and jumping a major common obstacles, the class looks bad.
 

It highlights the fact that too many DMs play similar games and adventures that give advantage to wizards (or whichever class)

So if you have a class that can only fight and jump well and many DMs don't make high end fighting and jumping a major common obstacles, the class looks bad.

The problem is, short of outright curbstomping the Wizard into uselessness, it's difficult to NOT play an adventure that doesn't give them advantages, simply because magic lets them be incredibly useful for any situation. Even an adventure about fighting and jumping and nothing else lets the Wizard have the advantage by preparing lots of Save-or-Dies, Summons, and Fly spells(leaving some open of course).
 

The problem is, short of outright curbstomping the Wizard into uselessness, it's difficult to NOT play an adventure that doesn't give them advantages, simply because magic lets them be incredibly useful for any situation. Even an adventure about fighting and jumping and nothing else lets the Wizard have the advantage by preparing lots of Save-or-Dies, Summons, and Fly spells(leaving some open of course).

That's not true. You continue with the mindset that the wizard is always going to have the right spell for any and all situations.

Let's discuss "save or die" spells real quick. Anyone worth a damn doesn't choose many "save or die" spells because they are way too risky. Summon spells take way too long to cast and by the time you really summon enough creatures to make a difference the battle is pretty much over. Fly spells leave you open to many many range attacks.
 

I'm finding your explanation a little convoluted
How so? What is convoluted about saying that characters can do extraordinary things without casting spells. 3E is full of such things (say a barbarian's rage, or a rogue's evasion).

the text that was quoted seems to have a message of something like "martial is 'non-traditional' magic".
Not really. It says martial powers "are not magic in the traditional sense, although some . . . stand well beyond the capabilities of ordinary mortals." The same page (4e PHB, p 54) describes martial daily powers in this way: "you’re reaching into your deepest reserves of energy to pull off an amazing exploit." The game leaves it an open question where those "deepest reserves"come from. Is it a type of inhereted divine blessing (as is the case for Aragorn, whose prowess comes to him via the blood of Numenor), or inherited savagery (as is the case for Conan), or training and experience (as is the case for The Punisher)? The game rules don't answer that question. What they make clear is that it is not traditional magic - it is not spells or prayer.

Is Numernorean blood magical in some "non-traditional" sense? That's a story question that the game mechanics don't take a view on. Whereas the mechanics do take a view that "arcane formulas" are magic - the traditional magic of spellcasting. Likewise clerical prayers.

I think there is a blurry line between doing extraordinary things (out of sheer strength and will) and genre Badassdom (Badassness?)

<snip>

I think that most LoTR characters like Boromir and Aragorn are relatively grounded characters, perhaps with moments of genre badassness, but mostly grounded, and it's quite a stretch IMO to hold them up as tokens for 4E martial powers.
I don't understand in what sense 4e martial characters are not "grounded". Can you give an example?

In the case of my own 4e game, the ranger peppers enemies with arrows, typically at the rate of around 3 shots per round (Twin Strike plus an off-turn action). That is rapid by real-life standards, but no more rapid than a 6th level 3E/PF archer with the appropriate feat loadout.

The fighter uses either a halberd or a dwarven maul. He typically attacks all the enemies around him (he has 3 or 4 close burst encounter powers), either sending them flying or (especially with the polearm) wrongfooting them and knocking them prone. He is also good at getting in surprise jabs against enemies who have just been sruck hard or otherwise have let their guard down (strong OA, Jackal Strike, Sudden Opportunity, Strikebacks, etc).

I don't really see what the contrast is between this sort of stuff (which is typical for 4e martial characters) and (say) Boromir fighting many foes before being felled by their arrows, or Aragorn running over 40 miles a day for three days in pursuit of the orcs who had kidnapped the hobbits (which is pretty impressive ultra-marathoning, while carrying gear and without a support team).

Or, simply, healing surges, sudden bursts of damage, and all the garden-variety abilities.
Healing surges aren't remotely magical. Conan, crucified, pulls himself from the cross. That is not magic within the conceits of REH's fiction, though in the real world would be a near-impossible feat. (And in the X-Men required a healing factor to be achieved.) Boromir, as he died, was pulling an arrow from his body (in 4e, that is exactly how a failed death save could play out in the fiction). Gimili, hit in the head by an orc axe, got a bandage and some treatment from Aragorn and then was right as rain, with the injury never mentioned again. And to use a real-life example (from [MENTION=87792]Neonchameleon[/MENTION]), boxers sometimes rise from the canvass before the referee reaches the count of 10.

These are the sorts of things that healing surge expenditure models.

As for sudden bursts of damage, I don't see how thats magical at all. Aragorn and Boromir can both inflict sudden bursts of damage ("many foes he fought"). So can 3E fighters, by way of Whirlwind strike, multiple attacks pe round, crits, etc. In some respects 4e uses a different system of mechanical implementation (eg in 3E most spike damage is determined on a random frequency, via crit rolls, whereas in 4e some of it is determined by player choice of power usage) but the fiction is no different.

it also seems to ignore certain things that fall under the martial power source like martial practices... I mean when I look at some of the martial practices like Decipher Script (You can learn to read any language fluently in 10 mins regardless of whether you've ever been exposed to it or not) or Warded Campsite (You and your allies instantly awaken whenever something enters the area and cannot be surprised) they seem borderline if not straight up re-skinned magical abilities and seem pretty much beyond something Conan, Boromir and even Aragorn could achieve without magical help and/or specialized equipment...
I don't use martial practices in my game - I find them a bit clunky, with a tendency to crowd out the general skill rules in an unhelpful way. So I didn't have them in mind in my post.

But now that you draw my attention to them, I don't see the issue. Decipher Script doesn't look to me any different from the classic thief ability. By the way, you mis-state the text of the ability. It does not say "you learn to read any language fluently regardless of whether you've ever been exposed to it". It says (MP2, p 149):

You learn the meaning of any written text you study, even if you are not fluent in its language. You must examine the words for the entire time [10 minutes], after which you understand the gist of whatever the text says. You also make a History or Streetwise check, and if your result is 30 or higher, you can read the text as if you were fluent in the language. Each use of this martial practice allows you to examine about one page of writing or an eqUivalent amount of text.​

So in 10 minutes you can get the gist of one page of text (not read it fluently), and on a check that few PCs will be able to make reliably before upper paragon or epic tier (DC 30 is a Hard DC for level 15 and a Moderate DC for level 27), you can read one page fluently.

Furthermore, you must be trained in History or Streetwise to use the practice at all (as per the Key Skill rule on p 148). So it is actually the opposite of what you said: the character, through the "school of hard knocks" or through study of histroy, has already established some familiarity (though less than fluency) with the language.

There is nothing here that is remotely magical or hints of magic. It is almost exactly the same as the AD&D read language ability (from Gygax's DMG, p 20):

This ability assumes that the language is, in fact, one which the thief has encountered sometime in the past.​

It's just that, in 4e, the player - by using the practice - gets to decide the PC's past exposure to strange languages, rather than having it determined via random die roll.

Warded Campsite requirs (via the Key Skill rules) training in either Nature or Thievery. It is about seting traps and snares to wake the PCs if intruders enter.That's not magical. Aragorn is able to stick his ear to the ground and hear the passage of orcs miles away (pp 446-47 of my one volume edition of LotR):

He stretched himself upon the ground with his ear pressed against the turf. . . . "The rumour of the earth is dim and confused," he said. "Nothing walks upon it for many miles around us. Faint and far are the feet of our enemies. But loud are the hooves of the horses."​

Yet you think he couldn't set wards around his campsite, if he wanted too?
 
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