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*Pathfinder & Starfinder
Gencon: Any non-Essentials content coming up?
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<blockquote data-quote="mneme" data-source="post: 5648495" data-attributes="member: 59248"><p>*sigh* This old chestnut?</p><p></p><p>Anyway...</p><p></p><p>"E-classes have just as many choices to make as basic classes" (in play) comes from someone who hasn't ever played a paragon game -- or has put on rosy tinted glasses so he no longer remembers what it's like. In paragon, you're typically using 3 powers a turn for at least the first three rounds of combat, picking from a laundry list of at -least- 4 encounter powers, 3 dailies, 3 utility powers, and your at wills--plus maybe 5 or more item powers ("I forgot to use bloodclaw -again?-"). Add in "do I spend an action point" and remembering your AP feature, and you've got a minimum of 16 options you have to manage throughought pretty much every combat. Play an E-class, and you reduce this down to a laundry list of 3 (what stance/trick do I use?), plus 9 sundry other powers. And since E-classes gain fewer options over time, the gulf only increases.</p><p></p><p>"Everything's a wizard" is both refreshing and frustrating, actually. By formulating everything they can into subsets of the Wizard, Wizards can leverage the existing substantial support for the wizard. Moreover, the Mage is the one E-class that has -more- options than its PH1 version, not fewer--enough that nearly every Arcanist is stronger if converted to a Mage (obvious exceptions where the character is seriously leveraging Implement Mastery aside). OTOH, the wizard is second only to the fighter in getting support, and it would be nice to see more support for other classes.</p></blockquote><p></p>
[QUOTE="mneme, post: 5648495, member: 59248"] *sigh* This old chestnut? Anyway... "E-classes have just as many choices to make as basic classes" (in play) comes from someone who hasn't ever played a paragon game -- or has put on rosy tinted glasses so he no longer remembers what it's like. In paragon, you're typically using 3 powers a turn for at least the first three rounds of combat, picking from a laundry list of at -least- 4 encounter powers, 3 dailies, 3 utility powers, and your at wills--plus maybe 5 or more item powers ("I forgot to use bloodclaw -again?-"). Add in "do I spend an action point" and remembering your AP feature, and you've got a minimum of 16 options you have to manage throughought pretty much every combat. Play an E-class, and you reduce this down to a laundry list of 3 (what stance/trick do I use?), plus 9 sundry other powers. And since E-classes gain fewer options over time, the gulf only increases. "Everything's a wizard" is both refreshing and frustrating, actually. By formulating everything they can into subsets of the Wizard, Wizards can leverage the existing substantial support for the wizard. Moreover, the Mage is the one E-class that has -more- options than its PH1 version, not fewer--enough that nearly every Arcanist is stronger if converted to a Mage (obvious exceptions where the character is seriously leveraging Implement Mastery aside). OTOH, the wizard is second only to the fighter in getting support, and it would be nice to see more support for other classes. [/QUOTE]
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Gencon: Any non-Essentials content coming up?
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