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General Tabletop Discussion
*Pathfinder & Starfinder
Class abilities: how do you balance them?
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<blockquote data-quote="Starfox" data-source="post: 6849491" data-attributes="member: 2303"><p>When making archetypes (a related activity) you trade abilities for other, similar-strength abilities. So if you take out a paladin's Smite Evil, you replace it with a similar powerful offensive ability. In this sense rage and smite evil are both primary offensive abilities. Every full-bab class to date has an offensive ability like this. They are similar but not equivalent, as is made clear by all the perks the ranger gets over other full bab classes.</p><p></p><p>In general it is very hard to build a class from bits and pieces. Yes, it is possible to make a breakdown of abilities, but this necessarily is very subjective and situation dependent. The best advice I can give is to use game experience; if a certain class IN YOUR GAME seems overpowered or too weak, you can add abilities to that class. </p><p></p><p>When designing from the bottom up, compare the class to other classes with a similar tactical role. A full-bab damage dealer needs a constant bonus of about +4 (fighter's weapon training) or a circumstantial one that is about twice as big (ranger, cavalier, paladin). An attack bonus is 2-3 times as valuable as a damage bonus because of Power Attack. </p><p></p><p>On top of this classes get utility and defensive powers, but for full-bab classes, these are mere spicing, the core of the build lies in offense. Comparing the paladin's various auras to the barbarian, they should be matched against the barbarian's utility/ defense abilities, such as uncanny dodge (in my games this is an awesome ability because I favor Stealth as a GM), danger sense, greater hit dice, and extra skill points. Comparing the paladin's auras to the barbarian's rage is comparing apples to oranges.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6849491, member: 2303"] When making archetypes (a related activity) you trade abilities for other, similar-strength abilities. So if you take out a paladin's Smite Evil, you replace it with a similar powerful offensive ability. In this sense rage and smite evil are both primary offensive abilities. Every full-bab class to date has an offensive ability like this. They are similar but not equivalent, as is made clear by all the perks the ranger gets over other full bab classes. In general it is very hard to build a class from bits and pieces. Yes, it is possible to make a breakdown of abilities, but this necessarily is very subjective and situation dependent. The best advice I can give is to use game experience; if a certain class IN YOUR GAME seems overpowered or too weak, you can add abilities to that class. When designing from the bottom up, compare the class to other classes with a similar tactical role. A full-bab damage dealer needs a constant bonus of about +4 (fighter's weapon training) or a circumstantial one that is about twice as big (ranger, cavalier, paladin). An attack bonus is 2-3 times as valuable as a damage bonus because of Power Attack. On top of this classes get utility and defensive powers, but for full-bab classes, these are mere spicing, the core of the build lies in offense. Comparing the paladin's various auras to the barbarian, they should be matched against the barbarian's utility/ defense abilities, such as uncanny dodge (in my games this is an awesome ability because I favor Stealth as a GM), danger sense, greater hit dice, and extra skill points. Comparing the paladin's auras to the barbarian's rage is comparing apples to oranges. [/QUOTE]
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Class abilities: how do you balance them?
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