Quote Originally Posted by upho View Post
But you also need to beat the enemy's CMD. And at least in mid/high levels, this is the problem I don't understand how you solve.

Unfortunately, a +5 bonus (Gloves of Larceny) isn't enough to make the SoH bonus of a Str based build measure up against the typical CMD of CR appropriate monsters. For example, an 11th level Str build with no skill boosts outside of max ranks, an unusually decent Dex and mentioned gloves would have a SoH bonus of +21 (11 ranks, 3 class, 2 Dex, 5 competence), while the the average CMD of published CR 11 Paizo monsters is about 35 (35% success chance), and can be up to 40 (10% chance). And if/when this guy faces an actually challenging opponent of CR 14, the average CMD he's gonna have to beat will be 39 (15% chance), and can be as high as 47 (0% chance). Not to mention his already unacceptably poor success chances will continue getting exponentially worse the more levels he gains, to the point where even rolling a 20 won't be enough to make him succeed against an "average" monster of a CR below his level. At least not without temporary boosts or additional investments beyond those mentioned.
Published CR11 wizard has CMD of 20.Fighter has 28 or so.But then,by now the whole point is moot because Radiant Dawn exists and you can use laser as a delivery system after spending one feat.
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Quote Originally Posted by upho View Post
Well, I think combat maneuvers are unusually good examples of the system's "all or nothing" nature. Meaning if you actually use combat maneuvers regularly and successfully in melee, chances are pretty darn high your build is actually geared towards doing precisely that. Which for example means you likely have a good or great reach, size and Str, besides mobility boosters and stuff more closely related to combat maneuvers specifically. Which in turn means that aside from perhaps during the very earliest levels, the limitations you mention will only rarely - if ever - become an actual issue.
They don't have to be all or nothing.You see vulnerable target and use them.If you don't-you don't.With minimal investment you can solve SOME encounters.Not all,but some.
Quote Originally Posted by upho View Post
In addition, not all skills, skill boosts and skill-using maneuvers were created equal.
Yes.SoH,for example,has ONE item that provides a bonus to it,and only +5.There is no Elixir of +10 to SoH.There is one for Intimidate.
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Quote Originally Posted by upho View Post
Yeah, I think DT is "the golden standard of combat maneuvers", to quote Ssalarn. The veil trick is nifty, albeit rather costly for builds which don't gain essence without further investments. (And it's also written by Ssalarn... He's everywhere!)
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But essence is fixed by learning a single Radiant Dawn maneuver.You don't need to spend a feat or anything.
Radiant Dawn just might become a new king.