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Switch to Forum Live View Balance out of combat.
5 months ago  ::  Jan 08, 2013 - 2:32PM #41
wrecan
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Date Joined: Jun 23, 2005
Posts: 17,727

Jan 8, 2013 -- 2:30PM, GEBELL wrote:

(if I keep following wrecan around the forums and agreeing with him, people will start to think I'm just an alternate account he made to agree with himself)



Shut up, left-brain.  They're gonna figure it out!

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5 months ago  ::  Jan 08, 2013 - 2:40PM #42
Uskglass
Date Joined: Oct 17, 2007
Posts: 925

Jan 8, 2013 -- 2:03PM, wrecan wrote:


The onus shouldn't be on the DM in the first place.  If the designers aren't bothering to think about these issues, they aren't doing their jobs.




Of coruse, either the [magic user class] player is a horrible munchkin for using spells effectively or the DM is inept for allowing him to use the spells as they are written. Sounds fair 

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5 months ago  ::  Jan 08, 2013 - 2:48PM #43
Scald
Date Joined: Nov 5, 2012
Posts: 125
A solution to out of combat usefulness I'd like to see taken from 4th edition:

Martial Practices

They were cast sort of like rituals and often requires a cost, but if the cost was ommitted (for most of the general ones) then I think the martial classes (primarily the fighter) would be seen as a lot more useful. I'll take a few examples and write them here. Plenty more that would work for this edition though.

Embalm
1 hour
Skill check: Heal
You use this martial practice on an adjacent corpse. The practice doubles the time a corpse can be dead and still be affected by Raise Dead or a similar ritual.

Feign Death
10 minutes
Duration: 24 hours or until dismissed
Bluff or Endurance check

You enter a deep trance that slows your heartbeat and breathing to become almost imperce ptible. While in this state, you appear unconscious or dead, but you are aware of your surroundings. You can emerge from the trance as a free action. Other creatures perceive you as dead unless they make a Heal check or Insight check equal to your check result + 10.

Hidden Pocket
1 minute
Duration: Until Object is Retrieved
Thievery Check

You hide a small object on your person so that it cannot be found. Make a Thievery check with a +10 bonus. Anyone searching you must make a Perception check with a DC equal to your check result to find the item. The DM can modify the DC based on the size of the object.

Long-distance Runner
10 minutes
Duration varies
Endurance/Athletics check

After undergoing vigorous conditioning, you can run for long distances. This martial practice reqUires 10 minutes of stretching, breathing, and physical preparation. At the end of that time, you make an Athletics check or Endurance check that determines how long you can run before you have to stop. You are considered to be running for the duration.

9 or below = 1 hour
10-14 = 2 hours
15-19 = 4 hours
20-24 = 8 hours
25-29 = 16 hours
30+ = 24 hours


Travel Sense
10 minutes

By examining the sky and the atmospheric cond itions, you accurately predict the weather for the next day within a 50-mile radius.
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5 months ago  ::  Jan 08, 2013 - 4:54PM #44
Uchawi
Date Joined: Jun 22, 2010
Posts: 1,749
You have to consider the following in reference to classes.

Martial Ability + Spells + Skills

Whether talking about combat or outside of it you have to determine how each class influences the areas above. A class that specializes one area should not negate another classes specialization under a different area, except for specific controlled circumstances. So if you use spells as an example that imitate skills, you may have special circumstances where it may replace a skill like open locks (knock) or stealth (invisibility), but overall spells should only add modifiers to existing skills that character has. In the same respect a fighter may be able to hold or intimidate someone, but it would not be as effective as a fear or hold person spell, or a rogue using their skill expertise. A rogue may be as effective or better using stealth which is comparable to invisibility, unless the spell caster has a spell that helps detect stealth. And finally where a rogue or wizard may be good at combat using a skill or spell, it should not surpass a fighter’s supremacy on the battle field.

What I want in a game is the rock, paper, scissors approach for combat and outside of it. Developing these along separate paths, where each class may have niche during or outside of combat is the easiest. But then someone would complain it is too much like 4E.

As to encounter design, it is much easier to make an enjoyable experience for the players if they can contribute in the area above, during and outside of combat. Even if one class is a master of one area, the others may still contribute
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5 months ago  ::  Jan 08, 2013 - 6:03PM #45
DreadPirateNat
Date Joined: Dec 9, 2012
Posts: 106
Uchawi, this is the sort of thing I was after, some thought of different approaches to ballance that allow for difference but still mean people are making meaningfull contributions.

Arguments about 3.5 spells vs Thief skills aside, what would folks sugest as a counter to D&Dnext Rogues bing very nearly as good as fighters (or at least being able make a meaningful contribution) in combat, but fighters being very noticibly unable to do much outside of combat?

Put another way. At the moment, if you had a group of 4 (1 GM 3 players) an 2 of the players had rolled up a Wiz and a Cleric and you wanted to make a "martial" character to round out the party, atm the sensible option would depend on the type of campain.

If the GM is going to run a serries of combat encounters you are probably better served making a fighter, but could make a thief work, esp if the cleric is the "hit it with a mace" veriety.

On the other hand, if you knew there was going to be a lot of "non-combat" encounters, you would have to be crazy to not play a rogue, because they are just leagues better than the fighter in this capacity.  Again, if we are so keen (rightly) on balance in combat (replace "balance" with "make meaningful contributions" if you prefer) why are we not concerned with it in other places?
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5 months ago  ::  Jan 08, 2013 - 9:39PM #46
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,444

Jan 8, 2013 -- 2:03PM, wrecan wrote:

Jan 8, 2013 -- 1:55PM, Maxperson wrote:

There really isn't much onus, though.  Invisibility is seen through easily by a lot of creatures.  That just happens regardless.



But then the onus is on the encounter design.  

"Hooray!  I can cast invisibility... hey why are we only going against creatures that detect invisibility!"

"Hooray!  I can cast knock... hey, why are all the locked doors suddenly also trapped?"




The beauty is that you simply don't do that.  All you need to do is build encounters and traps normally.  Normal encounters will have creatures that see through it often enough that the party can't rely on invisibility.  Normal traps on doors will cause parties to want to have a rogue rather than risk knocking open every door. 

"Hooray!  I can cast detect traps... hey, why are all the traps I detect tied to treasure that would be destroyed if merely set off from a distance rather than disarmed?"




And this is just false.  It's "Hooray!  I can cast detect traps and rarely ever find any traps at all because search is cross class, and I only get 2 skill points that I need to spend on other things."  At 10th level the cleric gets +5 to search.  Search DCs start at 20+ for level 1 traps and go up from there.   


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5 months ago  ::  Jan 08, 2013 - 9:41PM #47
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,444

Jan 8, 2013 -- 2:30PM, GEBELL wrote:

Thanks wrecan, that's exactly right. 

Encounters are designed by the DM.




In order for invisibility and knock to work reliably enough to use constantly, the DM has to go out of his way to set up encounters and traps so that those spells work all the time.  He has to deliberately avoid the myriad of creatures with scent, blind sense, blind sight, tremor sense, see invisibility and true seeing.  Then he has to never use traps on anything that can be knocked open.

 

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5 months ago  ::  Jan 08, 2013 - 11:23PM #48
DreadPirateNat
Date Joined: Dec 9, 2012
Posts: 106
Maxperson, you have given your opinion that there isn't really aproblem, and that's cool.
However, my intention was primarily to get sugestions from people who had potential solutions, or at least ideas. You are now clutering up the thread with reasons why other people are wrong, rather than contributing in a constructive way.
Cheers
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5 months ago  ::  Jan 08, 2013 - 11:28PM #49
Lord_Ventnor
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Date Joined: Jul 9, 2008
Posts: 5,399
I like how no one's talking about how to make the fighter more interesting out of combat. You know, what the thread is actually about.

Something that might be interesting is to tie fighting styles to out of combat benefits.

Fore example, fighters who train with mobile skirmishing styles might get bonuses to balancing and other kinds of dexterity checks, while fighters who train in more devastating, two-handed styles might get bonuses to intimidation and endurance. 
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5 months ago  ::  Jan 08, 2013 - 11:50PM #50
DreadPirateNat
Date Joined: Dec 9, 2012
Posts: 106
Interestingly, I was having an IRL conversation with someone this afternoon (remember them? seemed a lot more common before teh internetz) who said "meh, I just gave the fighter an extra background when I ran a playtest the other week... made the rogue the 'savant' and the fighter the guy who has picked up a broad range of things"
Haven't tried it out myself, but I liked it as a rough and ready fix.
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