Geo
Posts: 9
Joined: 2/20/2009
Status: offline
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I like the exploding lodestone idea a lot. I would suggest this variant: The lodestone no longer encumbers the player. However, if the lodestone is broken, it explodes violently, dealing the aforementioned damage to all players within a 10 foot radius, no reflex save for the holder. Sub variants of the exploding lodestone could include fire, ice, electric or even random energy explosions, to reward/foil players who make use of spells such as Protection from Energy. Other thoughts include coming up with rules concerning player death. I've noticed in a lot of McGuffin matches that the ball only influences where the players wind up facing off and not how the game is played. Maybe this could be solved by map variants. McGuffin seems more akin to a sport than urban combat, so why not come up with a map closer to an arena? Add obstacles like small walls for rogues to sneak behind, spikes or blade traps, and columns to obstruct line of sight, but keep the arena open enough to improve mobility and add player incentive to actually score. When PCs find themselves easily blocked off they are discouraged from playing the game and settle for wholesale slaughter instead. This could be expanded upon by giving each team freedom to set up their side of the court as they please. Say each team gets a set number of low walls, columns, traps and what have you to do as they please with. This could encourage more offensive play since teams would have some control over the space their opponents must navigate. Obstacles could include anything from hidden pits to difficult terrain to walls that need to be jumped over. Think American Gladiator with more blood. Another rule variant might be to allow the player to drop the McGuffin into the hollow and leave it there. The McGuffin will score for each consecutive round it remains inside, forcing the other team into a defensive position. I think this might improve the back and forth nature of the game, since scoring would also mean handing the McGuffin off to the other team. Also, let's clarify rules concerning the McGuffin. Does it take two hands to hold? Can a small character carry it? Can you put it in your backpack or do you have to have at least one hand on the ball at all times in order to move with it? Can you pass it to another player? Can you Sleight of Hand it? Does it resist or is it vulnerable to certain types of energy? Can a wizard carry it with Tenser's Floating Disc or an Unseen Servant? These are all important factors that will affect playing style. In response to Nick, I agree that the 7th level wizard was a powerhouse. I'll take responsibility for this one since I made the characters for that match. In retrospect, though, the wizard was also the first to die at our Friday game. I realised as I was creating the characters that Paizo did a good job of balancing when players get crucial powers. It seems the 6th/7th level change is when PCs start to get the good stuff (Wizards get 4th level magic, Barbarians get their damage reduction, everyone gets another feat, etc...) so choosing that divide for the levels might have been a mistake. I think that the match would have gone differently had the sniper targeted the wizard with some of his high damage feats, though, so there's something to be said for playing style as well. All in all, I'm very pleased with the way Pathfinder is working to solve some of the problems we've encountered under 3.5. The PCs are very well balanced, the advanced feat progression gives melee and combat classes far more versatility when dealing with casters, and the extra HP boost makes everyone just a bit more durable without unnecessarily prolonging combat. We may not need much more tweaking to balance out the system combat wise. Really, our only untested ground so far is the magic items and clerics. Hope this post adds some more food for thought. Let me know what you guys think. -Geo
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