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So what do you think is wrong with Pathfinder? Post your problems and we will fix it.
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<blockquote data-quote="Wicht" data-source="post: 6292901" data-attributes="member: 221"><p>Again, never seen it happen in my games. </p><p></p><p>If a dungeon has say twelve locks in it - the wizard with the knock scroll is probably not taking the knock spell ("I have it on a scroll") so that's still only one out of twelve locks. Sure, he gets that lock, but is she really going to have twelve such scrolls? Where does she get the time and money to make them? And does she want to, or would she rather spend her time and money elsewhere.</p><p></p><p></p><p></p><p>I'm not sure that I understand what you mean here. How do you leave a spell blank? Your DM allows you to prepare spells without picking which spells are prepared? That's broken right there and shouldn't be allowed. Or do you mean something else?</p><p></p><p></p><p></p><p>I have yet to see a game where the wizard always has all the spells they want at exactly the right time. Typically they have enough spells to deal with about 25% or so of the situation, which seems about right to me in a party of 4. </p><p></p><p>And the party resting at will is very much a DM problem. </p><p></p><p>Don't get me wrong, I don't normally prevent resting (I'm a nice guy) but the characters know that anything can attack in the night at any time unless you are in a very safe space. </p><p></p><p></p><p></p><p>1. Your bards have to use magic for diplomacy? Why? And how is magic more effective than non-magic for diplomacy. This is a game-world/GM problem. Charm is the worst way to make friends and influence people because it eventually wears off.</p><p>2. Invisibility and flight is better than non-magical sneaking (mostly; of course the DM should still be having the character make Fly checks with the result modifying the subsequent stealth check). Until the spell wears off. But rogues can also play this game and turn invisible. But after the spell wears off, they still have the edge. </p><p>3. The wizard can outdo the fighter in damage for one or two rounds, but not for much more than that. But seeing as how they used some of their best slots for outsneaking the rogue, that's not going to happen today.</p><p>4. Fair enough. But I have seen some people try to make magic be too good by making it always work as desired, which, by the RAW, it does not.</p></blockquote><p></p>
[QUOTE="Wicht, post: 6292901, member: 221"] Again, never seen it happen in my games. If a dungeon has say twelve locks in it - the wizard with the knock scroll is probably not taking the knock spell ("I have it on a scroll") so that's still only one out of twelve locks. Sure, he gets that lock, but is she really going to have twelve such scrolls? Where does she get the time and money to make them? And does she want to, or would she rather spend her time and money elsewhere. I'm not sure that I understand what you mean here. How do you leave a spell blank? Your DM allows you to prepare spells without picking which spells are prepared? That's broken right there and shouldn't be allowed. Or do you mean something else? I have yet to see a game where the wizard always has all the spells they want at exactly the right time. Typically they have enough spells to deal with about 25% or so of the situation, which seems about right to me in a party of 4. And the party resting at will is very much a DM problem. Don't get me wrong, I don't normally prevent resting (I'm a nice guy) but the characters know that anything can attack in the night at any time unless you are in a very safe space. 1. Your bards have to use magic for diplomacy? Why? And how is magic more effective than non-magic for diplomacy. This is a game-world/GM problem. Charm is the worst way to make friends and influence people because it eventually wears off. 2. Invisibility and flight is better than non-magical sneaking (mostly; of course the DM should still be having the character make Fly checks with the result modifying the subsequent stealth check). Until the spell wears off. But rogues can also play this game and turn invisible. But after the spell wears off, they still have the edge. 3. The wizard can outdo the fighter in damage for one or two rounds, but not for much more than that. But seeing as how they used some of their best slots for outsneaking the rogue, that's not going to happen today. 4. Fair enough. But I have seen some people try to make magic be too good by making it always work as desired, which, by the RAW, it does not. [/QUOTE]
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So what do you think is wrong with Pathfinder? Post your problems and we will fix it.
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