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Page 896 in Cocoyashi Village
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Page 896


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Average Rating: 5
Number of people who have voted: 1


By the same author as Grand Line 3.5
Comments:

*Sigh*




14th Sep 2016, 2:30 AM

There's always going to be those people that minmax and character create so effectively that they make the average newbie look like a fool. Heck, in the session I'm playing right now that's happening with my friend who's absolutely KILLING IT at the roleplay side of things but his number crunching is lackluster at best, especially when it comes to his spells and combat. The guy is at level 5 and has over 10,000 gold that he just hasn't spent on upgrading his gear that he's had since like, level 2 because he doesn't know what to use it all for.

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Grub




14th Sep 2016, 10:31 AM

Well, if you're doing pathfinder at least make sure he has a slingbow, assuming he has less than ten str. Otherwise, a skeleton archer who's out of range can just plink him if he's out of spells. And really, any smart necromancer should be making sure that all their skeletal archers are out of range...

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Guest




14th Sep 2016, 6:16 AM

Once upon a time we started this game at level 10 because low levels are boring. My character was Monk 2 / Cleric 4 / Sacred Fist 4 (or something like that). It just happens, and this was totally unplanned, that this setup gave me huge saving throw bonuses for a level 10 character. 3/3/3 from monk, 4/1/4 from cleric and 4/4/4 from sacred fist, for a total of 11/8/11. Yes, my "bad" saving throw was better than the good saving throw for the other players (7).

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Thud




14th Sep 2016, 1:16 PM

Right, one of the reasons I like the fractional save progression rules from UA, really that book smoothed out the multi classing a lot.

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eggynack




15th Sep 2016, 3:04 AM

The fractional save rules actually result in strictly greater results than the standard save rules, so the saves would only be smoothed out in the sense that some of the saves that were originally low for a lack of dip bonuses would get raised up to meet the higher saves. It's a common misconception that the fractional save rules somehow eliminated the +2 from dipping, one that can be corrected by closely reading the examples in that section. In fact, they actually increased the results from dipping, up from 2 to 2.5, so you can plausibly get +5 to a save by level two.

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Guest




15th Sep 2016, 7:52 AM

I think the problem is that the good saving throws begin at +2 and scale up to +12, which causes these big jumps when you multiclass. He also changed class at levels where the bonuses increase. Also it should be 11/8/8.

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eggynack




15th Sep 2016, 9:10 PM

Yeah, that's definitely the general source of this kinda thing. Still, not necessarily a problem. Because, for example, your character would have been significantly more powerful, even with higher saves as part of the deal, had you just gone straight cleric. Large scale multiclassing is at its best for low tier characters, and moving up through the tiers reduces its value significantly, so the dip boost can act as a balancing factor. At least once you hit a certain optimization point, anyway. A straight fighter is going to be way worse than a crazy dip fueled melee build, and will compound that deficit with lower saves.

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setokayba

setokayba




14th Sep 2016, 4:23 PM

Is Zoro also not in negatives?

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zomg




14th Sep 2016, 10:45 PM

Zoro has a feat that still lets him do stuff. It's dangerous because if he gets knocked out properly he's dead.

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Kale

Kale




15th Sep 2016, 9:45 AM

Aye, gives him some bonuses too.

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Guest




14th Sep 2016, 4:58 PM

Wait, I just remembered what happens next. I guess DM is about to take the lead.

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Lampi




15th Sep 2016, 9:20 AM
"Thank you!"

Hey, I just binge-read this comic in the last three days and wanted to thank you for the great fun I had!
Scared my cats with all the laughter ;-)

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