ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 28,393
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)