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Thread: [3.5] Classes that are terrible
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2015-05-23, 02:28 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
Tome of the Holy Grail: Draw power from legendary heroes.|The Dashing Dualist: Two weapons. One happy ending.|The Shifter: Be all that you can be.|The Professional: Mundanes, competent.|The Wuxia Fighter: Mundanes, Wacky.|The Rappeler: Balanced summoning.
Skill Trick Compendium|Complete Control Revamped: Customize everything.|Bek's Book of Blissful Bewitchment: Who wants to spend their life in a musty cave?
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2015-05-23, 02:45 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
He isn't unaware of his own special abilities. He knows what his spell does. What he doesn't know is every monster in the world. The spell lets him turn into any aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. It doesn't tell him what they all are. Or what powers they get. So he can:
1. restrict himself to the forms he has seen in play
2. optimize himself to pick up some knowledges to make some better use of his power.
3. make use of time in play to give himself actual knowledge of this stuff. He could turn into a white dragon and hit himself with elemental spells until he figures out what they are immune to, and repeat a lot. He could travel to a huge library in some big city and bribe a librarian to help him research strange stories of monsters. What exactly that would give him would be DM's call of course, and other PCs may be doing useful things with THEIR downtime as well.
4. Ask another PC. Polymorph IS less restrictive than Wildshape. It's not so much that he can't turn into a red dragon, as that why would he turn into a red dragon when confronted with fire attacks without an IC reason? That doesn't mean that the cleric standing next to him can't make an Arcana check, and use that speak action to convey information that he now actually knows IC.
Just because the fighter needs a large winged form with hands doesn't mean that anyone in the group has ever heard of an Abeil. Unless someone can make a knowledge Nature check at least.
An intriguing, if irrelevant question.Last edited by Gnaeus; 2015-05-23 at 02:52 PM.
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2015-05-23, 02:52 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
I wonder - what's happen if we take all those terrible classes and make one big gestalt?
Enchantment can affect Intelligence Undead via Song of the Dead metamagic
Illusion vs Truesight:
1. Truesight range is limited by 120'
2. Do You forget about the whole Phantasm sub-school?
3. Such spells as Dark Way, Hidden Ward, Nystul's Magic Aura, Silence, Khelben's Suspended Silence, and Misdirection are completely unaffected by Truesight; Screen may be at least partially effective, and Scintillating Pattern may work tooLast edited by ShurikVch; 2015-05-23 at 02:52 PM.
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2015-05-23, 02:58 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
Been there. Discussed that.
http://www.giantitp.com/forums/showt...l+tier+classes
Edit: I'd skip to about page 5. Thats pretty much when we stopped talking in circles and began hammering out examples. My first concrete build was on page 7 & level 10 appears on page 9
I'd play it before a T1. Whether it IS T1 or whether it is better or worse depends a lot on how you define those terms.Last edited by Gnaeus; 2015-05-23 at 05:32 PM.
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2015-05-23, 03:25 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
Well, if he turns into a green hag, then he has Mimicry (Ex) under his special attacks header for the next minute/level. So it is, in fact, his own special ability.
If the answer is "one minute" then your polymorph caster learns 1m into his spell that he can mimic sounds.
If the answer is "1 year" then a character reincarnated into Green Hag form has that long to realize it.
Rules - yes, even house rules - have consequences.
Out of curiosity, what is the reason in your games that I can't polymorph into a creature with a template?Tome of the Holy Grail: Draw power from legendary heroes.|The Dashing Dualist: Two weapons. One happy ending.|The Shifter: Be all that you can be.|The Professional: Mundanes, competent.|The Wuxia Fighter: Mundanes, Wacky.|The Rappeler: Balanced summoning.
Skill Trick Compendium|Complete Control Revamped: Customize everything.|Bek's Book of Blissful Bewitchment: Who wants to spend their life in a musty cave?
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2015-05-23, 03:43 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
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2015-05-23, 04:08 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
So the reason that you can't turn into a green hag is completely IC while the reason I can't turn into a draconic green hag is completely OOC.
If my character had encountered a draconic green hag, does that give me the knowledge to turn into a normal green hag, or no new forms at all?Tome of the Holy Grail: Draw power from legendary heroes.|The Dashing Dualist: Two weapons. One happy ending.|The Shifter: Be all that you can be.|The Professional: Mundanes, competent.|The Wuxia Fighter: Mundanes, Wacky.|The Rappeler: Balanced summoning.
Skill Trick Compendium|Complete Control Revamped: Customize everything.|Bek's Book of Blissful Bewitchment: Who wants to spend their life in a musty cave?
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2015-05-23, 05:27 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
Not turning into something you have no way of knowing about IC is pretty standard no-metagaming rules. It's not explicit RAW, just common sense (though a lot of tables ignore metagaming to a greater or lesser extent).
Theorycrafting is based pretty much entirely on metagaming though, so nobody cares if God-Wizard #11 knows IC what he wants to turn into when discussing it here.
The rule about no templated creatures is RAW though, from Alter Self. Alternate Form has the same rule, and pretty much all shapechanging references one of the two (though there are exceptions).
Personally i'd say just encountering something isn't enough to polymorph into it. You need to study it, which is represented by knowledge checks (though i'd let you take 10 because presumably your PC looks up that stuff in his downtime). That's just a houserule though.
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2015-05-23, 05:27 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
The reason you can't turn into a draconic green hag is because it is beyond the abilities of polymorph. The reason, in this example, you can't turn into a green hag is that you have no idea what it is, and even if you had heard that there was a creature called a green hag, you have no reason to think that it has the particular ex you want in this situation. If you are fighting a green hag, and you think, "hey, that thing looks mean" and you polymorph your fighter into one now you have some IC knowledge. Heck, as you point out, it isn't wild shape. It is a lower standard. If some old fisherman tells you the coast is infested with green hags, and shows you a body, or a picture, maybe even gives a good description, you turn the fighter into a green hag. Then start working out what they can do. I'll buy that. Thats a mountain different than looking through the monster manual for specific forms with a character with average int and likely no relevant knowledges (or only Arcana).
As to your second question, maybe, I guess? Ask your DM. You certainly have a vastly better argument to make than "I have polymorph, now hand me that stack of monster manuals." Which, fundamentally, the WIZARD is able to do, because he is likely to have the character sheet that justifies it.
While we are on the subject, how many splat books do you get to dig through before it becomes equal optimization for the beguiler to pick up CDiv? Because the moment arcane disciple pops up I can copy your trick only better.Last edited by Gnaeus; 2015-05-23 at 05:35 PM.
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2015-05-23, 06:19 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
So you're justifying your IC delineation with OOC concepts. Cool. If a coast is infested with feral green hags, though, I'm out of luck.
What trick?
Since we've been tap-dancing around this issue, Let me get philosophical for a moment and explain how I run polymorph. And summons.
Spoiler: On the Nature of the WorldA dragon's flying is (Na) and the tyrannosaurus's ability to swallow is (Ex). As the MM reminds us, (Ex) abilities are allowed to break the laws of physics. Natural abilities, however... there's a wrinkle. Because a dragon's wings can't possibly support him any more than his chest could actually safely combust, or freeze the air, or whatever else each flavor can do.
So D&D doesn't run on the laws of physics; the commoner railgun told us that already. Parts of it - elemental rules in particular - seem to point to a more platonic universal system.
Akasha, also known as The Root, The Origin or (if shifting philosophies) Taiji, created and continues to define the world. It's basically the source code to the universe. While most spells alter some corner of the universe, a Truenamer can access Akasha to change the nature of a thing, what it is and how it works. The Wish spell (among others) gives brief, unrestricted access to a wizard. The contact is too fast to change much, and certainly too fast to learn information incidental to the goal of the casting.
Templates, Summoning, and Polymorph
Every race has an entry in Akasha. For instance, every orc is essentially an instantiation of the platonic ideal of Orc, defined by its differences from that ideal than its differences from, say, a human. Another campaign setting could have this defined by one or more deities.
Originally Posted by Conjuration
Incidentally, this is why summoning a devil is an evil act: It's not that you're teleporting a devil from hell, getting him killed, and helping angels. It's that you're explicitly and tangibly increasing the amount of evil in the world, by creating a new form for evil to inhabit.
Back to Polymorph.
Polymorph allows a wizard (or sorcerer, shaman, Wu Jen, Hexblade...) to briefly touch Akasha. You can't touch it for long enough to take any information back with you; however, you can say, "I want a form that can fight." "I want a form that can fly and hold something." "I want a form that can eat a man." From that, Akasha shapes you - or allows you to shape yourself - into a Green Hag's platonic form, or an Abeil. Of course, if he knows what he's looking for, a mage can ask for a specific form. In fact, if you don't know what you're getting, you may not even know the name of the species you just turned yourself into (although you may get a bonus on any future knowledge checks!)
This neatly explains why you can't turn into a creature with a template. Templated creatures are not stored in Akasha; only plantonic forms of each race exist there.
And yes, I'm aware that this is a mishmash of half-baked philosophical ramblings. I've repurposed some existing concepts for my own worldbuilding and I'm fine with that.
A player in my games doesn't have to know any of that.
They just have to know "I should turn into an Abeil."
You seem content to rule that these spells work how they work through some mishmash of IC and OOC restrictions that step all over each other's toes and, man, more power to ya. But that's not how I run my games and it's not because I'm Cheating At D&D.TMLast edited by bekeleven; 2015-05-24 at 01:05 AM.
Tome of the Holy Grail: Draw power from legendary heroes.|The Dashing Dualist: Two weapons. One happy ending.|The Shifter: Be all that you can be.|The Professional: Mundanes, competent.|The Wuxia Fighter: Mundanes, Wacky.|The Rappeler: Balanced summoning.
Skill Trick Compendium|Complete Control Revamped: Customize everything.|Bek's Book of Blissful Bewitchment: Who wants to spend their life in a musty cave?
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2015-05-23, 06:21 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
A wizard's education suggests that they've had plenty of time to review a bestiary, or even just snatch a '10 monster powers you won't believe are real' pamphlet off a circus worker or whatever.
The problem with not using OOC knowledge of what monsters exist, is that your character has no reason to try to turn into something that doesn't exist, but that they believe exists (and is incredibly powerful). "I hear that the six-headed shattersnipe can shoot giant rock barrages through an at-will portal ring with 500 mile range! Also, they somehow always seem to know where there target is! Yes, my nanny always warned me of the six-headed shattersnipe, most dangerous of all shattersnipes!".
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2015-05-23, 10:03 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
Not to beat a dead horse or anything, but it seems kinda unrealistic to rank the power of a class on the assumption you'll get to use polymorph but not feats.
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2015-05-26, 06:17 AM (ISO 8601)
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Re: [3.5] Classes that are terrible
Genesis shenanigans. Loves Pain. Chain-gating. Flesh-to-Salt. Etc. I'm sure people can list a lot more.
All classes get feats. Not all classes get polymorph. Remember, we are comparing classes. Also, feats tend to cancel out. Fighters, Barbarians and Rangers can all get Power Attack. It does not change their tier relative to each other. Beguilers, Sorcerer and Warmages can all get bloodline feats.
Here is the tier system. Here is why the Sorcerer is tier 2, and why the Beguiler is tier 3. Again, the Beguiler and the Sorcerer both have the versatility for tier 3, and the Sorcerer has the break-the-game potential to take it to tier 2.
Now, if you take away the game-breakers, the question of weather the Beguiler or the Sorcerer is more versatile becomes more interesting. The Beguiler is certainly better at the start of the game, level 1. Also, the Beguiler has a much higher floor than the Sorcerer. You can definitely fail to match the Beguiler through poor spell picks with a Sorcerer. The Beguiler is much harder to screw up. However, as the levels advance, the Sorcerer get more and more powerful spell options that the Beguiler do not get, while the Beguiler have a selection of solid spells that is a bit wider than what the Sorcerer can have, within a much more restricted area.
Basically, I'd say the Beguiler starts out more versatile but the better the player is at picking spells, the more the Sorcerer pulls away. You could probably make a skill of player vs power of character graph with the Sorcerer starting out lower than the Beguiler but having a much steeper curve past a certain level.
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2015-05-26, 08:24 AM (ISO 8601)
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Re: [3.5] Classes that are terrible
That doesn't answer the question. The fact that there are broken tricks other than diplomacy doesn't mean diplomacy isn't a broken trick. Also, the Beguiler's charm into diplomacy trick is more broken than those (in actual play) because it happens at a lower level. Messing around with genesis or gate requires 9th level spells (even chain binding requires 6th), love's pain requires either 9th level spells (mindrape, programmed amensia) or the massive legwork of finding someone who's dearest love is your target, flesh to salt is an infinite gold trick so it's only broken if items are broken and we can't rank items and it's a 5th level spell. On the other hand, the Beguiler can start making permanent minions of comparable or greater power than himself at level 2.
And of course, "how hard can you break the game" is an incredibly stupid way to rank classes. Both because nobody lets you break the game in actual play and because all classes are equally broken as long as candles of invocation exist.
All classes get feats. Not all classes get polymorph. Remember, we are comparing classes. Also, feats tend to cancel out. Fighters, Barbarians and Rangers can all get Power Attack. It does not change their tier relative to each other. Beguilers, Sorcerer and Warmages can all get bloodline feats.
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2015-05-26, 10:23 AM (ISO 8601)
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Re: [3.5] Classes that are terrible
What I am getting from all that is that you do not contest that under the tier system, the Sorcerer is Tier 2 and the Beguiler tier 3, but that your objection is that the tier system is not an adequate simulation of how classes perform in actual play.
It would be interesting to make a thread that compares the Beguiler and the Sorcerer level-by-level. If the Sorcerers bag of gamebreakers get left at the door, the classes are much closer. I'm quite short on time this close to the summer, but I'll see if I can get my home computer to get me logged into the forums, and at least start one.
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2015-05-26, 11:48 AM (ISO 8601)
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Re: [3.5] Classes that are terrible
Yes, Reaper, we know what the tier system says.
Originally Posted by Tier system
Somewhere, on brilliantgameologists, there is a conversation between JaronK and I where I bring up Arcane Disciple and he answers with Dragonwrought Kobold Loredrakes. My disagreement is not so much "what is Tier 1 and 2" and more "What is equivalent optimization between these two classes"
The stupid thing here is that this entire discussion just shows that I have too much time on my hands. The tier system is pretty good at what it is for. It shows that tier 1s and 2s are better than 4s and 5s and explains why. Talking about single tier gaps, it gets blurry around the edges. Equivalent optimization, which is unmeasurable and entirely opinion, is tough to quantify. Default tier system assumptions (like an inability to buy magic items freely, or the T1 ability to estimate their next days challenges with some accuracy) become a bigger issue in campaigns where those assumptions are not accurate.Last edited by Gnaeus; 2015-05-26 at 12:24 PM.
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2015-05-26, 01:40 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
Well, yah. I've basically been saying that. But I think it is also true that the Beguiler is at least tier two, given the whole "legion of minions" and "best spellcasting mechanic". But yes, I think any system purporting to rank character power should absolutely not put Beguiler and Factotum in the same tier. Frankly, the defenses I've seen of the tier system in this thread have given me even less faith in it than I had to begin with.
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2015-05-26, 03:37 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
@Gnaeus, well thats more something you need to harsh out with JaronK
@Brova power is only an issue at the gates of T2, as I understand it. Below that, it is about versatility. The number of roles you can fill well, situations where you can contribute.
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2015-05-26, 03:40 PM (ISO 8601)
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2015-05-26, 03:43 PM (ISO 8601)
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Re: [3.5] Classes that are terrible
We didn't agree 10 years ago. Unless his opinion has changed (and I'm pretty sure it hasn't), I don't think anything really new or different has come up. He knows what is mid-op/high-op/TO in his games, I know it for mine. With regards to anyone else, if they care, they should read the system, and the why each class is in its tier thread, and make their own decisions.
Last edited by Gnaeus; 2015-05-26 at 03:54 PM.