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General Tabletop Discussion
*Pathfinder & Starfinder
Are the new Essentials Classes too powerful?
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<blockquote data-quote="fba827" data-source="post: 5509386" data-attributes="member: 807"><p>I don't think "powerful" is the right word as it implies too much depending on the context.</p><p></p><p>essentials classes are focused. And if you are in a situation in which the essentials-build pc is able to use the thing for which he is focused, then, yes, he will seem powerful. conversely, in a situation in which the essentials-build pc is unable to use something that he is focused on, he will seem weaker than average.</p><p></p><p>for example, essentials built pcs often focus on their primary stat and occasionally secondary stat. there is rarely any incentive to invest in a tertiary stat (unlike some of the original builds). so let's say you have an essentials thief. he pretty much has little reason to do anything other than invest in his dex score: it increases his ac, accuracy, damage, and many skills. but put him in a noncombat situation or a situation where he needs to use a skill that is not dex based, and he will suffer more than an original build rogue might since his stat spread has some reliance on secondary stats.</p><p></p><p>in the same vein, if i built an essentials thief and an original rogue. the stat incentives for the different builds would -tend- to suggest my original rogue build would have -at least- average chance to do stuff like athletics and endurance, and so on. whereas if i did the same concept with an essentials thief, he'd probably have -at best- only average athletics and endurance.</p><p></p><p>or, the hunter, his class features build in some dependence on weapon choice (bow or crossbow) whereas a original build ranger could potentially switch between different ranged weapons and be just as effective (baring proficiency and damage expressions for the respective weapons)</p><p></p><p>and so on.</p><p></p><p>i think the essentials classes are great in their focus and ease of use. but it comes at the some minor cost of flexibility and customization. sure, you get the same number of feats and all, but things that would have been choices (such as an encounter power that you can choose from) get turned into a single repeated class feature. either approach has its benefits, but it just depends on what your preference and mood to play is.</p><p></p><p>so i'm not sure powerful is the right term. but more powerful in the situations in which he can do what he focused on, yes.</p></blockquote><p></p>
[QUOTE="fba827, post: 5509386, member: 807"] I don't think "powerful" is the right word as it implies too much depending on the context. essentials classes are focused. And if you are in a situation in which the essentials-build pc is able to use the thing for which he is focused, then, yes, he will seem powerful. conversely, in a situation in which the essentials-build pc is unable to use something that he is focused on, he will seem weaker than average. for example, essentials built pcs often focus on their primary stat and occasionally secondary stat. there is rarely any incentive to invest in a tertiary stat (unlike some of the original builds). so let's say you have an essentials thief. he pretty much has little reason to do anything other than invest in his dex score: it increases his ac, accuracy, damage, and many skills. but put him in a noncombat situation or a situation where he needs to use a skill that is not dex based, and he will suffer more than an original build rogue might since his stat spread has some reliance on secondary stats. in the same vein, if i built an essentials thief and an original rogue. the stat incentives for the different builds would -tend- to suggest my original rogue build would have -at least- average chance to do stuff like athletics and endurance, and so on. whereas if i did the same concept with an essentials thief, he'd probably have -at best- only average athletics and endurance. or, the hunter, his class features build in some dependence on weapon choice (bow or crossbow) whereas a original build ranger could potentially switch between different ranged weapons and be just as effective (baring proficiency and damage expressions for the respective weapons) and so on. i think the essentials classes are great in their focus and ease of use. but it comes at the some minor cost of flexibility and customization. sure, you get the same number of feats and all, but things that would have been choices (such as an encounter power that you can choose from) get turned into a single repeated class feature. either approach has its benefits, but it just depends on what your preference and mood to play is. so i'm not sure powerful is the right term. but more powerful in the situations in which he can do what he focused on, yes. [/QUOTE]
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Are the new Essentials Classes too powerful?
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