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*Pathfinder & Starfinder
So what do you think is wrong with Pathfinder? Post your problems and we will fix it.
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<blockquote data-quote="Ahnehnois" data-source="post: 6296671" data-attributes="member: 17106"><p>There are a few problems with this. The first is that the rogue is not being "turned into" anything. The use of magic items was a thief ability before there even was a rogue. It's embedded in the jack-of-all-trades, problem solver element of the concept.</p><p></p><p>The second is that high magic item usage is built into the 3e system. Again, this is only incrementally different from AD&D. If the rogue wasn't using scrolls and wands, he'd be using non-restricted magic items the way fighters do. As I've noted elsewhere, a rogue using a wand isn't any more magical than a fighter using a +1 sword. Again, at least since AD&D, it's been expected that past a certain fairly low level, every character will have one.</p><p></p><p>If you don't like the whole Christmas Tree phenomenon, that's okay, but it's a large part of the system, and a large part of how it's balanced. Any fix to that magic item dependency would require a far-reaching rewrite.</p><p></p><p>However, the third is that it really isn't necessary. I frequently see rogues and other characters with UMD as a class skill not even bother taking it. Because the reality is, while the "spell for any scenario" aspect of the wizard seems appealing, it isn't all that practical. In general, maxing out commodities of known effectiveness is better than hunting for exceptions.</p><p></p><p>Those commodities include direct attack and defense capabilities and noncombatant skills. The ability to sneak by someone whenever you choose is more effective than trying to fudge it with spells that can be beaten. The ability to talk to someone and make them agree with you is more effective than trying to enchant them. The ability to stab your enemies to death is better than trying to punch offensive spells through their defenses.</p><p></p><p>The example given many pages above was a contrivance that showed how unusual it was for a wizard to actually be necessary. If you really need to go through a wall, but can't be bothered to go around it or break through it, and have precisely enough time that a spell is useful but the outstandingly effective demolition capability of the average martial character isn't, and the wall isn't magically warded in some way, then it's really great to have a wizard. Otherwise, you're better off with a character who can do useful things without casting spells.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6296671, member: 17106"] There are a few problems with this. The first is that the rogue is not being "turned into" anything. The use of magic items was a thief ability before there even was a rogue. It's embedded in the jack-of-all-trades, problem solver element of the concept. The second is that high magic item usage is built into the 3e system. Again, this is only incrementally different from AD&D. If the rogue wasn't using scrolls and wands, he'd be using non-restricted magic items the way fighters do. As I've noted elsewhere, a rogue using a wand isn't any more magical than a fighter using a +1 sword. Again, at least since AD&D, it's been expected that past a certain fairly low level, every character will have one. If you don't like the whole Christmas Tree phenomenon, that's okay, but it's a large part of the system, and a large part of how it's balanced. Any fix to that magic item dependency would require a far-reaching rewrite. However, the third is that it really isn't necessary. I frequently see rogues and other characters with UMD as a class skill not even bother taking it. Because the reality is, while the "spell for any scenario" aspect of the wizard seems appealing, it isn't all that practical. In general, maxing out commodities of known effectiveness is better than hunting for exceptions. Those commodities include direct attack and defense capabilities and noncombatant skills. The ability to sneak by someone whenever you choose is more effective than trying to fudge it with spells that can be beaten. The ability to talk to someone and make them agree with you is more effective than trying to enchant them. The ability to stab your enemies to death is better than trying to punch offensive spells through their defenses. The example given many pages above was a contrivance that showed how unusual it was for a wizard to actually be necessary. If you really need to go through a wall, but can't be bothered to go around it or break through it, and have precisely enough time that a spell is useful but the outstandingly effective demolition capability of the average martial character isn't, and the wall isn't magically warded in some way, then it's really great to have a wizard. Otherwise, you're better off with a character who can do useful things without casting spells. [/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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