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General Tabletop Discussion
*Pathfinder & Starfinder
A simple fix to balance fighters vs. casters ?
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<blockquote data-quote="Visigani" data-source="post: 5644200" data-attributes="member: 6676235"><p>As I mentioned in another one of my posts.... the desire for fighters shouldn't be to increase their damage but to REDUCE the damage of the caster classes.</p><p></p><p>If you have one guy that can bend the fabric of the universe at the table you don't necessarily need two.</p><p></p><p>Consider it a toolbox of options... On one hand you have the Multi-Tool Wizard... that can be a screw driver, a mini saw, a pliers, and a host of other things. On the other hand, you have the Hammer fighter. A hammer does one thing, it does it well and it's one thing the Multi Tool cannot duplicate easily.</p><p></p><p>That should be the desire with melee combatants. Make the sphere of hitpoint damage their own.</p><p></p><p>Although a wizard can point his finger at something and say 'die" he can only do so so many times per day, and not every wizard at that. A fighter can dish out the hp damage constantly. That should be their sphere. The current implementation of the game has the wizard stepping all over the fighters toes in that regard.</p><p></p><p>Cleric - Healing, Wizard - Macro Tools, Fighter - Damage, Rogue - Micro Tools. With each providing a secondary aspect... Cleric has a secondary aspect in macro tools and then damage, rogues have a secondary aspect in damage and then macro tools (UMD), fighter has a secondary in healing (by being able to shrug off punishment and therefore not requiring healing) and microtools (i.e. trip, intimidate, disarm, etc etc), and the wizard has a secondary in microtools and damage.</p><p></p><p></p><p>If you decrease the Wizards ability to deal damage and then INCREASE the Fighters microtool abilities you'll find Fighters become a much much more appealing member of the group.</p></blockquote><p></p>
[QUOTE="Visigani, post: 5644200, member: 6676235"] As I mentioned in another one of my posts.... the desire for fighters shouldn't be to increase their damage but to REDUCE the damage of the caster classes. If you have one guy that can bend the fabric of the universe at the table you don't necessarily need two. Consider it a toolbox of options... On one hand you have the Multi-Tool Wizard... that can be a screw driver, a mini saw, a pliers, and a host of other things. On the other hand, you have the Hammer fighter. A hammer does one thing, it does it well and it's one thing the Multi Tool cannot duplicate easily. That should be the desire with melee combatants. Make the sphere of hitpoint damage their own. Although a wizard can point his finger at something and say 'die" he can only do so so many times per day, and not every wizard at that. A fighter can dish out the hp damage constantly. That should be their sphere. The current implementation of the game has the wizard stepping all over the fighters toes in that regard. Cleric - Healing, Wizard - Macro Tools, Fighter - Damage, Rogue - Micro Tools. With each providing a secondary aspect... Cleric has a secondary aspect in macro tools and then damage, rogues have a secondary aspect in damage and then macro tools (UMD), fighter has a secondary in healing (by being able to shrug off punishment and therefore not requiring healing) and microtools (i.e. trip, intimidate, disarm, etc etc), and the wizard has a secondary in microtools and damage. If you decrease the Wizards ability to deal damage and then INCREASE the Fighters microtool abilities you'll find Fighters become a much much more appealing member of the group. [/QUOTE]
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A simple fix to balance fighters vs. casters ?
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