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Power and Pathfinder Classes - Forked Thread: Pathfinder - sell me
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<blockquote data-quote="Aberzanzorax" data-source="post: 4785720" data-attributes="member: 64209"><p>This is one of the things that I think are play specific. In my group, prestige classess were always allowed. I don't think I saw a single character that stayed base class, as it just didn't make sense to do so.</p><p> </p><p>I agree that the base Pathfinder classes seem to be more powerful (based upon the beta, I don't have the final version) than the WotC base classes.</p><p> </p><p>But since no game I ever played in used the base classes, my experience won't change with Pathfinder in this regard. I think it will feel much different to people who used base classes on a regular basis.</p><p> </p><p>But I will say, regarding "backwards compatible" that play was just fine for our group with the fairly powerful prestige classes chosen. If the new base classes are balanced against those, well then, I'd say that aspect of Pathfinder being backwards compatible is not a concern.</p><p> </p><p>i.e. The game worked with overpowered characters before (compared to base), so having powerful bases shouldn't make it stop working. It may be a concern that changes the experience somewhat for those of you who did use mostly base classes.</p><p> </p><p> </p><p> </p><p></p><p> </p><p>Well, part of CODzillas being the UBER is that the other classes couldn't measure up. Why play a wizard who has to learn spells or a sorceror who has a limited number? Druids and Clerics got every spell in the game. (plus better hp, armor, and other stuff). Fighters? Bah, just buff up and start meleeing as a Druid or Cleric. </p><p> </p><p>What I meant was that by balancing the other classs UP, the CODzillas would be comparatively weaker.</p><p> </p><p> </p><p>Now, beyond that, I'd be surprised if they hadn't limited CODzillas in other ways. This thread has several voices crying out for limitations on them:</p><p><a href="http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/feedback/alpha1/racesClasses/cODzillaConcerns" target="_blank">paizo.com - Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Alpha Playtest Feedback / Alpha Release 1 / Races & Classes / CODzilla Concerns</a></p><p> </p><p>My guess would be that the most sensible and easiest way to nerf CODzillas (but retain their power and role) would be to attack the "every spell in the game" issue and give them MORE powers to compensate (well the cleric, not sure the Druid needs it, what with its abilities).</p><p> </p><p>If it were up to me, I might do something like this:</p><p> </p><p>Druids: Giving them either spontaneous casting like a favored soul/sorceror or going with the (I think it was) shaman....where you are a spontaneous caster, but you pick your "spells known" anew each day.</p><p> </p><p>Clerics: Divide spells into spheres like in second edition. Clerics start with a certain number and can pick a new sphere at certain levels. Each sphere has applicable gods and god types (like Torm, Tyr, honor, justice). That way, new spells could be added along with expanding the god's style, but it would still be a limited amount for any actual character.</p><p> </p><p>That is what I would do, but I'm not the designer. I expect, given the generally acknowledged UBERness of the CODzilla, that they have addressed it. I don't know how exactly, and I don't know if it will meet your standards, but I'd be shocked if we don't see at least a substantial change in that as a particular gaming issue.</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 4785720, member: 64209"] This is one of the things that I think are play specific. In my group, prestige classess were always allowed. I don't think I saw a single character that stayed base class, as it just didn't make sense to do so. I agree that the base Pathfinder classes seem to be more powerful (based upon the beta, I don't have the final version) than the WotC base classes. But since no game I ever played in used the base classes, my experience won't change with Pathfinder in this regard. I think it will feel much different to people who used base classes on a regular basis. But I will say, regarding "backwards compatible" that play was just fine for our group with the fairly powerful prestige classes chosen. If the new base classes are balanced against those, well then, I'd say that aspect of Pathfinder being backwards compatible is not a concern. i.e. The game worked with overpowered characters before (compared to base), so having powerful bases shouldn't make it stop working. It may be a concern that changes the experience somewhat for those of you who did use mostly base classes. Well, part of CODzillas being the UBER is that the other classes couldn't measure up. Why play a wizard who has to learn spells or a sorceror who has a limited number? Druids and Clerics got every spell in the game. (plus better hp, armor, and other stuff). Fighters? Bah, just buff up and start meleeing as a Druid or Cleric. What I meant was that by balancing the other classs UP, the CODzillas would be comparatively weaker. Now, beyond that, I'd be surprised if they hadn't limited CODzillas in other ways. This thread has several voices crying out for limitations on them: [URL="http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/feedback/alpha1/racesClasses/cODzillaConcerns"]paizo.com - Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Alpha Playtest Feedback / Alpha Release 1 / Races & Classes / CODzilla Concerns[/URL] My guess would be that the most sensible and easiest way to nerf CODzillas (but retain their power and role) would be to attack the "every spell in the game" issue and give them MORE powers to compensate (well the cleric, not sure the Druid needs it, what with its abilities). If it were up to me, I might do something like this: Druids: Giving them either spontaneous casting like a favored soul/sorceror or going with the (I think it was) shaman....where you are a spontaneous caster, but you pick your "spells known" anew each day. Clerics: Divide spells into spheres like in second edition. Clerics start with a certain number and can pick a new sphere at certain levels. Each sphere has applicable gods and god types (like Torm, Tyr, honor, justice). That way, new spells could be added along with expanding the god's style, but it would still be a limited amount for any actual character. That is what I would do, but I'm not the designer. I expect, given the generally acknowledged UBERness of the CODzilla, that they have addressed it. I don't know how exactly, and I don't know if it will meet your standards, but I'd be shocked if we don't see at least a substantial change in that as a particular gaming issue. [/QUOTE]
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