ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 29,853
More like monks are the fancy dandy pay2win pugilists.Pugilist are just dollar store monk LARPERs anyways.
That's why so many monks take the vow of poverty later.
More like monks are the fancy dandy pay2win pugilists.Pugilist are just dollar store monk LARPERs anyways.
1d4chan said:big selling point of 3e is that it has record-setting numbers of playable races (over 200), base classes (52, or 53 if you count the erudite as its own class rather than a variant psion, or 54 if you count samurai twice since there are literally two classes named samurai that have nothing to do with each other), and Prestige Classes (782 according to Wizard's official index, and that's missing at least the ones introduced on their website https://1d4chan.org/wiki/Dungeons_&_Dragons_3rd_Edition
That is too goddamn many too.For those who believe that PF:KM and PF:WoTR has too many classes
1d4chan said:big selling point of 3e is that it has record-setting numbers of playable races (over 200), base classes (52, or 53 if you count the erudite as its own class rather than a variant psion, or 54 if you count samurai twice since there are literally two classes named samurai that have nothing to do with each other), and Prestige Classes (782 according to Wizard's official index, and that's missing at least the ones introduced on their website https://1d4chan.org/wiki/Dungeons_&_Dragons_3rd_Edition
About two classes with the same name that has nothing to do with each other, see PF1e pact wizard. A class which I wanted OwlCat to put so much but sadly they never added. You can play as one with mods.
https://www.d20pfsrd.com/classes/co...zard-archetypes/pact-wizard-wizard-archetype/
https://www.d20pfsrd.com/classes/co...d-archetypes/pact-wizard-wizard-archetype-ff/
To be honest, three classes is definitely sufficient.
Clerics and wizards and all the other magic abusing classes should just be called sparkly fairies and should be able to choose whatever sparkly shit they want to specialize in. IRL 'magi' (eg hermetic order of the golden dawn) are just forms of priest that call on gods for their 'magic' anyway.
Monks should be unable to fight, just like in real life:
Everything else should fall into one customizable class called adventurer where you can choose which feats, features and skills you want that aren't related to sparkly fairies.
To be honest, three classes is definitely sufficient.
Clerics and wizards and all the other magic abusing classes should just be called sparkly fairies and should be able to choose whatever sparkly shit they want to specialize in. IRL 'magi' (eg hermetic order of the golden dawn) are just forms of priest that call on gods for their 'magic' anyway.
Monks should be unable to fight, just like in real life:
Everything else should fall into one customizable class called adventurer where you can choose which feats, features and skills you want that aren't related to sparkly fairies.
This is like an MMA fighter beating up a pilates instructor. Wouldn't be so easy with a monk who trained martial arts all his life (not a pseudo "martial art" like tai chi), which is what video game monks are supposed to be like.
Gnome Illusionist Wizard is suspiciously missing from this list. This is very close to antinanatism fueled by turnip-envy.Nah you only need 3.But 3 is a bit too far
Barbarian for fighting and extra fighting
Paladin for fighting, diplomacy and the occasional heal and righteous fury.
Ranger for fighting and the occasional sneaking.
I don't careGnome Illusionist Wizard is suspiciously missing from this list. This is very close to antinanatism fueled by turnip-envy.Nah you only need 3.But 3 is a bit too far
Barbarian for fighting and extra fighting
Paladin for fighting, diplomacy and the occasional heal and righteous fury.
Ranger for fighting and the occasional sneaking.
For those who believe that PF:KM and PF:WoTR has too many classes
1d4chan said:big selling point of 3e is that it has record-setting numbers of playable races (over 200), base classes (52, or 53 if you count the erudite as its own class rather than a variant psion, or 54 if you count samurai twice since there are literally two classes named samurai that have nothing to do with each other), and Prestige Classes (782 according to Wizard's official index, and that's missing at least the ones introduced on their website https://1d4chan.org/wiki/Dungeons_&_Dragons_3rd_Edition
About two classes with the same name that has nothing to do with each other, see PF1e pact wizard. A class which I wanted OwlCat to put so much but sadly they never added. You can play as one with mods.
https://www.d20pfsrd.com/classes/co...zard-archetypes/pact-wizard-wizard-archetype/
https://www.d20pfsrd.com/classes/co...d-archetypes/pact-wizard-wizard-archetype-ff/
Clerics and wizards and all the other magic abusing classes should just be called sparkly fairies and should be able to choose whatever sparkly shit they want to specialize in. IRL 'magi' (eg hermetic order of the golden dawn) are just forms of priest that call on gods for their 'magic' anyway.
They're both great. We should buy out Kingmaker IP and give it to Pierre and Holic is what we should do.After replaying Kingmaker and trying to make some good mercenaries, I noticed martial classes don't offer much interesting mechanism and after realizing this, I also realized casters were also way more interesting in KotC 2.
Martial classes
Fighter as the perfect killing machine, Kingmaker's one is good, KotC 2 as well with wade in and a lot of feats, maybe a slight advantage to kingmaker here. (At least with mods and weapons training feats)
KotC 2 revamped Barbarian is now better than Kingmaker's
KotC 2's Death Knight with his aura, smite, life drain and small speed boosts (+5feet feats)
KotC 2's Samurai, no armor speed penalties, swordstyle giving him a +X bonus, up to +8 I think at level 20, replacing the sword's enchantment.
KotC 2's Gladiator with his combined combat style giving bonus while wielding different weapon types
A clear win for KotC 2, better and more varied mechanisms.
Casters
KotC 2 has Bishops/Clerics with domain powers (celerity, spells boosts, some maximized, empowered, extended for free, some improved in many ways, special summons, special powers) while Kingmaker offer some variety for divine casters but nothing as groundbreaking.
Druids in KotC 2 have many interesting reserved spells Kingmaker lacks.
Psionicist in KotC 2 offer a whole new panel of great spells and power points (aka mana pool)
Warlocks mixing mage's spell slots and psionicist power points and spells.
I'm passing the more academic classes or most of the hybrids from KotC2.
Kingmaker offer many subclasses with slight variations but nothing really groundbreaking overall.
The alchemist is interesting but it's just a bomb machine with muy elements, powerful but really bland, mechanically-wise.
The kineticist is kind of weird, I never got into it, I just don't like it.
Many other classes, some quite interesting but I don't find anything as deep as Kotc 2 psionicits and all its feats or KotC2's Bishop with its 5 domains.
So, for those of you who played both, what do you think?
I'd say they're about the same. There isn't an awful lot of build diversity in KotC2. A regular fighter dumps all over the other warrior classes because of Wade In, which even the pounce belt cannot compensate for (and it's one of the most expensive items). They look fun on paper, but in practice they are rubbish compared to the fighter. There is also no point in not using a reach weapon as your main weapon for a fighter. Consequently, every good fighter ends up being a dual-wield half-giant with a reach weapon in the main hand. They have so many feats you can take them all. There is also little point in tanking in KotC2, unlike in P:K, so shields are out. The fact that you can dual-wield two-handed weapons needlessly blurs the line.
Maybe I am playing an old version, but with reach weapons, you get a two-tile reach for your fighter's off-hand weapon as well. This means that you have two-tile reach for cleave, typically meaning that you can kill a small cluster of enemies in one go (5x5). You also avoid any damage on hit effects. Not having a reach weapon means that your cleave can only hit adjacent enemies (3x3). You are also much more likely to do AOO with reach, which usually means a free trip and a big hit.I'd say they're about the same. There isn't an awful lot of build diversity in KotC2. A regular fighter dumps all over the other warrior classes because of Wade In, which even the pounce belt cannot compensate for (and it's one of the most expensive items). They look fun on paper, but in practice they are rubbish compared to the fighter. There is also no point in not using a reach weapon as your main weapon for a fighter. Consequently, every good fighter ends up being a dual-wield half-giant with a reach weapon in the main hand. They have so many feats you can take them all. There is also little point in tanking in KotC2, unlike in P:K, so shields are out. The fact that you can dual-wield two-handed weapons needlessly blurs the line.
I disagree, Samurai swordplay only works for a single weapon and it's great.
Also, Barbarian huge amount of STR bonus works better with a 2H weapon (STR bonus x 1.5)
And then Tri-kreen which quad-wield.
You don't have that in pathfinder now, do you?
The Paladin's feats work with a shield equipped so if you want an aura to protect the mages, here you go.
As for the reach weapons, they're great for squishy melee hybrids like the bard or the druid, even a barbarian if you find one with high damage and crit multiplier and there is one.
Last but not least, even an human fighter doesn't get enough feats to take half of them, or you're playing on children difficulty settings.
2H weapon (STR bonus x 1.5)
Hello everyone! Version 1.71 of Knights of the Chalice 2 has landed. It adds two important new feats, fixes lots of bugs, and creates new opportunities for custom modules to shine!
New Feats:
Added two new feats accessible to all the character classes:
Excellent Two-Weapon Fighting, and Graceful Charge
. Graceful Charge allows you to bypass creatures when charging, especially if you also have the feat Overrun
. Very useful for all melee classes! Excellent Two-Weapon Fighting reduces or eliminates the attack-roll penalties when fighting with two weapons
. Great if you'd like to use two large weapons and your character isn't a Fighter or Gladiator! Fighters and Gladiators can receive a different benefit if they take the feat. Thank you so much
Kyle for these awesome feat suggestions!
Engine:
Spells with a line area of effect will now stop when hitting a tall obstacle (being defined as any square of altitude 15 ft above the origin square or higher). The reason for this change is that I've seen the AI use Lightning Bolt through castle towers, which doesn't seem right.
Engine:
Large creatures, when squeezing, won't take falling damage when one of the squares they occupy changes altitude (unless it's the creature's 'main' square, the top-left corner of the area occupied).
Engine:
Added a few speed optimisations to accelerate the AI and gameplay.
Module Editor:
In the Module Editor, you can now set for a module a custom (1000 * 730 pixels) introduction screen, a custom (1000 * 730) title image that will appear on top of the introduction screen, a custom music for the introduction screen, a custom music for the party-creation screen, a custom music for the character-creation screens one and two, a custom music for the character-creation screens three and four, and a custom music for the 'Escape' menu during play. Please go to your module's Module Data screen to set these.
Module Editor:
In the Script Editor, added the possibility to retrieve the 'Name of the item user or caster'. This allows us to have items that apply an effect or cast a spell directly on the character holding the item. Thank you so much Kai for the heads up in the forums!
Bug Fix:
Fixed a bug with the Mage Knight feat Improved Shocking Grasp not improving the damage from Shocking Grasp and Greater Shocking Grasp. Thank you so much Christiano!
Bug Fix:
Fixed a bug with the Wizard spell Globe of Invulnerability having no effect. Thank you so much Christiano and frgrndrgns for the heads up!
Bug Fix:
Fixed a source of crasheswhen using the Delay action in large battles. Thank you Christiano for the bug report!
Bug Fix:
When creating a Rogue character, the game will now require you to select a Rogue specialisation. Thank you Christiano for the heads up!
Bug Fix:
Fixed a bug with the Cleric/Bishop feat Fast Touch Domain Powers. Thank you so much Christiano for the heads-up!
Bug Fix:
Fixed a bug that occurred whenever a script command would remove from a dual-wielding character his or her main-hand weapon. Thank you Kyle for the heads-up!
Bug Fix:
Fixed a bug with the spell Produce Flame not getting empowered when cast by Fire Druids. Thank you Christianofor the heads-up!
Bug Fix:
Fixed errors associated with the feat Epic Overrun.
Graphics:
Fixed a graphics issue associated with Dwarf paperdoll images.
Augury of Chaos:
Added a line in the Quest Journal entry for the quest of the Vanishing Sword highlighting the fact that if you go to any location not leading you towards the sword, the quest will be marked as cancelled. Thank you Kyle!
Help Entries:
Improved the in-game description of the spell Halt Undead and, in the help entry for magic weapons, added a note saying that you need at least a +1 enhancement value on a weapon or armour in order to enchant the item with other enchantment types like Flaming. Weapon/Armour Enchantment: In the weapon and armour enchantment interface, a note '+1 Required' will appear when the selected item hasn't yet received any enchantment. Thank you so much Kyle for the heads up!
Please don't hesitate to email me at
enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved gamemay be very helpful, too.
Thank You So Much For Your Support, Fearless Heroes of the Realm! Enjoy
2H weapon (STR bonus x 1.5)
This doesn't work in KotC 2 for me (STR bonus still treated as 1x for 2h weapons)