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General Tabletop Discussion
*Pathfinder & Starfinder
13 kinds of warlocks? Why?
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<blockquote data-quote="I'm A Banana" data-source="post: 5580783" data-attributes="member: 2067"><p>Ah, then you have Weaponmaster/Hammers and Weaponmaster/Axes and Weaponmaster/Swords and Weaponmaster/Spears and Weaponmaster/Maces and Weaponmaster/Flails and Weaponmaster/Thrown...and Tempests and Brawlers and Battleragers and Knights and Slayers and....</p><p></p><p>Oh, and Beastmaster/Snakemaster and Beastmaster/Wolfmaster and Beastmaster/Birdmaster and...</p><p></p><p>Never too many martial classes, oh no....</p><p></p><p>I don't personally think quantity is a major problem, here. The mechanical effects are pretty light ("build-centric powers" aside), and you can ignore what you're not currently using. I do think the game maybe needs a good way to distinguish between the options at a glance (the difference between Dark and Gloom, forex), but that's a visual design problem, not really a game design problem. </p><p></p><p>The bigger problem is that there's some pretty wildly varying quality between all these builds. A Monkeymaster Ranger and a Fey Pact Warlock and an Orb of Imposition Wizard and a Swordmaster Fighter and an Inspiring Warlord all have very different levels of support, and there's no way to know before you build it that, say, your Horsemaster Ranger won't have as many interesting options as your Battlerager Fighter. </p><p></p><p>Besides, 13 is probably exactly the right number for Warlock builds. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5580783, member: 2067"] Ah, then you have Weaponmaster/Hammers and Weaponmaster/Axes and Weaponmaster/Swords and Weaponmaster/Spears and Weaponmaster/Maces and Weaponmaster/Flails and Weaponmaster/Thrown...and Tempests and Brawlers and Battleragers and Knights and Slayers and.... Oh, and Beastmaster/Snakemaster and Beastmaster/Wolfmaster and Beastmaster/Birdmaster and... Never too many martial classes, oh no.... I don't personally think quantity is a major problem, here. The mechanical effects are pretty light ("build-centric powers" aside), and you can ignore what you're not currently using. I do think the game maybe needs a good way to distinguish between the options at a glance (the difference between Dark and Gloom, forex), but that's a visual design problem, not really a game design problem. The bigger problem is that there's some pretty wildly varying quality between all these builds. A Monkeymaster Ranger and a Fey Pact Warlock and an Orb of Imposition Wizard and a Swordmaster Fighter and an Inspiring Warlord all have very different levels of support, and there's no way to know before you build it that, say, your Horsemaster Ranger won't have as many interesting options as your Battlerager Fighter. Besides, 13 is probably exactly the right number for Warlock builds. ;) [/QUOTE]
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Community
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*Pathfinder & Starfinder
13 kinds of warlocks? Why?
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