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General Tabletop Discussion
*Pathfinder & Starfinder
Are the new Essentials Classes too powerful?
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<blockquote data-quote="Aegeri" data-source="post: 5510451" data-attributes="member: 78116"><p>That is not correct, all those penalties <em>will</em> stack because they are not from the <em>same source</em>. You have misread the RC <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> What it means is that [for example] two -2 penalties from two different wizards using Illusory Ambush will not stack. But a -2 penalty from Illusory Ambush, stacks with the -2 penalty of a mark, which will stack with whatever ungogly penalty Fearsome Smite (Paladin encounter 1 IIRC) will hand out and such forth. Stacking penalties in a post-MM3 environment is one of the most important tactics PCs can do on important creatures. </p><p></p><p></p><p></p><p>The problem is if there is anything in there that imposes forced movement, that's the Knight utterly irrelevant. While the Fighter can get in there with sweeping blow, slam every creature and ensure they'll eat a delightful -2 penalty. While the knight is simply shuffled away and the creatures then just immediately gang bang the mage into oblivion. Of course, this is again why Knight finds Dwarf + Defend the Line + World Serpents Grasp is so essential to it. Dwarf stops those little slide 1 and similar effects, defend the line actually means enemies will remain interested in you and world serpents grasp makes it very hard to get away from.</p><p></p><p>But when things go wrong the Knight finds it cannot have any impact on an encounter. Try fighting a tembo as a Knight - who laughs at World Serpents Grasp (due to getting a save vs. being knocked prone - so won't even fear your OAs), ignores the slow (the shift is 4 squares - specified distances ignore slow as an effect) and will happily rend the mage to pieces (Who is very unlikely to survive this). Without that -2 from the mark the tembos damage stacks up incredibly well. This is the sort of chronic weakness that if exploited can really cripple the knight. Consider other defenders in the same situation: The battlemind duals the thing to the death with lodestone lure - it can't ignore him in this scenario (as it is stuck adjacent to him). The fighter can try to deal as much damage as possible quickly (Rain of Blows), permanently mark it and get other options to deal with it.</p><p></p><p>All the while the Knight if his <em>one</em> key trick fails is now incapable of dealing with the scenario or providing his role. So here is where I think the essentials classes just aren't anywhere near as powerful as some make them out to be. When you get tested on needing new options and ideas the essentials classes immediately fail. On the other hand in the same situation this is where that PHB fighter will excel.</p><p></p><p>Frankly, I'd rather have my defender who is going to excel in the difficult situations.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5510451, member: 78116"] That is not correct, all those penalties [i]will[/i] stack because they are not from the [i]same source[/i]. You have misread the RC :) What it means is that [for example] two -2 penalties from two different wizards using Illusory Ambush will not stack. But a -2 penalty from Illusory Ambush, stacks with the -2 penalty of a mark, which will stack with whatever ungogly penalty Fearsome Smite (Paladin encounter 1 IIRC) will hand out and such forth. Stacking penalties in a post-MM3 environment is one of the most important tactics PCs can do on important creatures. The problem is if there is anything in there that imposes forced movement, that's the Knight utterly irrelevant. While the Fighter can get in there with sweeping blow, slam every creature and ensure they'll eat a delightful -2 penalty. While the knight is simply shuffled away and the creatures then just immediately gang bang the mage into oblivion. Of course, this is again why Knight finds Dwarf + Defend the Line + World Serpents Grasp is so essential to it. Dwarf stops those little slide 1 and similar effects, defend the line actually means enemies will remain interested in you and world serpents grasp makes it very hard to get away from. But when things go wrong the Knight finds it cannot have any impact on an encounter. Try fighting a tembo as a Knight - who laughs at World Serpents Grasp (due to getting a save vs. being knocked prone - so won't even fear your OAs), ignores the slow (the shift is 4 squares - specified distances ignore slow as an effect) and will happily rend the mage to pieces (Who is very unlikely to survive this). Without that -2 from the mark the tembos damage stacks up incredibly well. This is the sort of chronic weakness that if exploited can really cripple the knight. Consider other defenders in the same situation: The battlemind duals the thing to the death with lodestone lure - it can't ignore him in this scenario (as it is stuck adjacent to him). The fighter can try to deal as much damage as possible quickly (Rain of Blows), permanently mark it and get other options to deal with it. All the while the Knight if his [i]one[/i] key trick fails is now incapable of dealing with the scenario or providing his role. So here is where I think the essentials classes just aren't anywhere near as powerful as some make them out to be. When you get tested on needing new options and ideas the essentials classes immediately fail. On the other hand in the same situation this is where that PHB fighter will excel. Frankly, I'd rather have my defender who is going to excel in the difficult situations. [/QUOTE]
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