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02/08/13 New playtest packet to released today. [Udate: PACKAGE OUT!][
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<blockquote data-quote="Li Shenron" data-source="post: 6166764" data-attributes="member: 1465"><p>I am not sure it would be too much, because I agree that spells make all the difference.</p><p></p><p>I don't care that much about balance (unless there is something really glaring), I just want to play a game when choosing <em>any </em>character feels rewarding, and if I choose to play a Fighter it's because I feel like in this adventure/campaign <em>I want to fight</em>. That means, most of the times I'll be the first to go to the front line to attack a monster, and the last one to retreat when things go badly. If I had the best saving throws of all, in addition to the other stuff, I will just do those things with more confidence. (It's not the only way to play a Fighter for sure, but it's still a major one)</p><p></p><p>Now on the other hand, when I choose to play another character (i.e. 90% of the times), I probably feel like focusing on something else, which most of the times doesn't imply recklessly jumping to the front line. I don't need the best saving throws, and I am <em>not bothered </em>if the Fighter gets them. It just means that I have a better chance at... not having to be in the front line.</p><p></p><p>I can understand that for "balance" it may seem to much, and I am confident they'll remove this ability after feedback. But for me it's not, for me it actually sounds like a good idea to make the Fighter "more Fighter". </p><p></p><p>Actually I've said a few times in the past that I'd be fine even if the Fighter had <em>twice</em> everybody else's damage output in combat. That's <em>not</em> the balance I care for. Instead, the balance I really care for, is that all character classes are equally rewarding to play, across the whole game (and not equally in each pillar). If I think too much about who gets the best bits here and worst bits there, it becomes a competition between PCs... then looking at your friend's better ST or higher damage/round will make me feel less rewarded because I'm trying to measure reward against the same purposes of playing a class i.e. deal damage and stay alive. It's ok once in a while to play a campaign like that, but on the long term, I'm just not interested in this kind of game. And that's one of the main reason I skipped 4e btw, where everyone too similar because "crunch balance" is paramount.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6166764, member: 1465"] I am not sure it would be too much, because I agree that spells make all the difference. I don't care that much about balance (unless there is something really glaring), I just want to play a game when choosing [I]any [/I]character feels rewarding, and if I choose to play a Fighter it's because I feel like in this adventure/campaign [I]I want to fight[/I]. That means, most of the times I'll be the first to go to the front line to attack a monster, and the last one to retreat when things go badly. If I had the best saving throws of all, in addition to the other stuff, I will just do those things with more confidence. (It's not the only way to play a Fighter for sure, but it's still a major one) Now on the other hand, when I choose to play another character (i.e. 90% of the times), I probably feel like focusing on something else, which most of the times doesn't imply recklessly jumping to the front line. I don't need the best saving throws, and I am [I]not bothered [/I]if the Fighter gets them. It just means that I have a better chance at... not having to be in the front line. I can understand that for "balance" it may seem to much, and I am confident they'll remove this ability after feedback. But for me it's not, for me it actually sounds like a good idea to make the Fighter "more Fighter". Actually I've said a few times in the past that I'd be fine even if the Fighter had [I]twice[/I] everybody else's damage output in combat. That's [I]not[/I] the balance I care for. Instead, the balance I really care for, is that all character classes are equally rewarding to play, across the whole game (and not equally in each pillar). If I think too much about who gets the best bits here and worst bits there, it becomes a competition between PCs... then looking at your friend's better ST or higher damage/round will make me feel less rewarded because I'm trying to measure reward against the same purposes of playing a class i.e. deal damage and stay alive. It's ok once in a while to play a campaign like that, but on the long term, I'm just not interested in this kind of game. And that's one of the main reason I skipped 4e btw, where everyone too similar because "crunch balance" is paramount. [/QUOTE]
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