wat does it have to do with difficulty even
I mean if Kinetic can destroy things solo/not solo/highest difficulty it gets even more exacerbated on lower difficulties.
Lower difficulties actually make wizards better since their spells are less likely to get saved against.wat does it have to do with difficulty even
I mean if Kinetic can destroy things solo/not solo/highest difficulty it gets even more exacerbated on lower difficulties.
But to be fair, that's the whole difficulty with sneak attacks, and removing that factor makes getting sneak attacks utterly trivial, not to mention other flanking bonuses. Yeah, sneak attacks have always been nasty, but they've been "balanced" by forcing you to do awkward shit, and let's not get into the bullshit you have to go through to get it consistently with ranged attacks.Only in the sense flanking is much easier than it is on the tabletop.
I still have nightmares about a hasted magus pirate we fought in Strange Aeons AP who had 5 attacks with 5d6 sneak dice on each. He was only CR8.
In 3.5 you can, but you'll get hit with the book if you do. Which is a pity, because it's one of the few ways to get consistent sneak attacks with ranged weapons.Of course, you can't actually flank a guy using a ranged weapon in the PnP game
Really, they shouldn't overlap in a problematic manner unless you're playing with cookie-cutting optimizetards, at which point it's easier to just kick them from the group or something, instead of coming up with ways to plug holes that would never become an issue in a normal game.I know some people actually house rule on the tabletop so sneak attack damage only applies to primary attacks, I've always found that overly harsh on melee sneak attackers.
Personally, I'd have just made it so you couldn't get sneak dice on secondary natural attacks. Probably a fairer way of balancing some of the retarded sneak builds.
They're saving those for upcoming dlcI still do not understand why they even included the kineticist. The issues with the class is obvious, especially in a CRPG context where damage-dealing is so important and the narrative powers of other classes cannot even manifest properly. But more than that, there's a wealth of much more interesting classes that could've been included with far less hassle, such as the Witch, Bloodrager, Oracle, Summoner, or even Shifter.
For the wizard you also need access to Metamagic rods, the good ones. And as soon as you used them up, your wizard is now half as effective.Yeah, it's also worth pointing out that to get a powerful wizard on high difficulties you need to carefully select feats and evaluate spells, and to get a more-or-less equally-powerful kineticist you need to be playing a kineticist
they did dis with all necromancy. 10 damage/level. meh. balanced.In my first run I destroyed everyone in endgame with no to little minmaxing using Deadly Earth and Kineticist. In my 2nd run I had a fully minmaxed Necro using Wail of Banshee on anyone that it could work on. Too often the spell would not kill its targets even if they failed the save. I only had a couple of Wails before needing to rest, I had unlimited Deadly Earths. Kineticists are to wizards what wizards are to fighters.
But I will admit that at end game Wizards become more useful than Alchemists.
Alchemists are more useful and powerful since lvl 1 up to the endgame.
You don't have a threaten area with a ranged weapon. You can't flank with one, unless you belong to one of maybe two PrCs in the entire library of splatbooks.In 3.5 you can, but you'll get hit with the book if you do. Which is a pity, because it's one of the few ways to get consistent sneak attacks with ranged weapons.Of course, you can't actually flank a guy using a ranged weapon in the PnP game
That is not a good thing. It basically makes everyone who uses hp damage as the main damage of choice want sneak attack, which is stupid in the extreme. Dipping in rogue or any class that gives sneak attack becomes practically a given. That is retarded game design.There is one thing that is inaccurate (but a good change) to ranged sneak attacks/flanking is that the bold doesn't apply
Instead the game only requires the target be flanked (using the game's very loose definition of "flanked"). This allows a rogue to sneak attack people flanked by two allies, which makes ranged sneak attacks actually usable so long as the party has two melee fighters (counting ACs and summons that's trivial in a six person party).
That is not a good thing. It basically makes everyone who uses hp damage as the main damage of choice want sneak attack, which is stupid in the extreme. Dipping in rogue or any class that gives sneak attack becomes practically a given. That is retarded game design.There is one thing that is inaccurate (but a good change) to ranged sneak attacks/flanking is that the bold doesn't apply
Instead the game only requires the target be flanked (using the game's very loose definition of "flanked"). This allows a rogue to sneak attack people flanked by two allies, which makes ranged sneak attacks actually usable so long as the party has two melee fighters (counting ACs and summons that's trivial in a six person party).