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General Tabletop Discussion
*Pathfinder & Starfinder
Avenger, the headache class?
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<blockquote data-quote="DracoSuave" data-source="post: 4913747" data-attributes="member: 71571"><p>Group B is further divided into two groups.</p><p></p><p>Group B1 is stuff that player actions can choose to bring about. This includes abilities that require positioning. These abilities tend to have large rewards for the investment put in, but can be attained by a party who likes this style of play. There are rewards for a party who invests in Group B1. The Rogue is a perfect example of this style. A character who takes B1 abilities often takes their own complimentary powers to back it up, so that they are more self-sufficient. This isn't always necessary.</p><p></p><p>Group B2 are reactive abilities that require the monster's cooperation. These are less commonly triggered and so are not as powerful in the long term as offenses, but are -very- powerful as defenses. Healing is a B2 ability that is powerful because it is defensive. As is Polearm Gamble.</p><p></p><p>Oath of Emnity is a Group B1 ability, and probably one of the most powerful in the game in terms of constant ability to destroy an opponent.</p><p></p><p>The Censures (except Unity) are a group B2 ability, but it happens to dovetail into Oath of Emnity, thusly often causing a foil to the standard methods of an enemy to foil Oath.</p><p></p><p>The trick to understanding Fourth Edition is that while group A abilities are more 'constant' you can build a party around complimentary group B1 abilities and that group will steamroll most encounters that group A might have trouble with.</p><p></p><p>So to say that Group A abilities are more powerful than Group B1 abilities is a fallacy; Even a Ranger depends on a B1 ability to function on a basic level. (The enemy closest to you is the only one you can slap a Quarry on)</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4913747, member: 71571"] Group B is further divided into two groups. Group B1 is stuff that player actions can choose to bring about. This includes abilities that require positioning. These abilities tend to have large rewards for the investment put in, but can be attained by a party who likes this style of play. There are rewards for a party who invests in Group B1. The Rogue is a perfect example of this style. A character who takes B1 abilities often takes their own complimentary powers to back it up, so that they are more self-sufficient. This isn't always necessary. Group B2 are reactive abilities that require the monster's cooperation. These are less commonly triggered and so are not as powerful in the long term as offenses, but are -very- powerful as defenses. Healing is a B2 ability that is powerful because it is defensive. As is Polearm Gamble. Oath of Emnity is a Group B1 ability, and probably one of the most powerful in the game in terms of constant ability to destroy an opponent. The Censures (except Unity) are a group B2 ability, but it happens to dovetail into Oath of Emnity, thusly often causing a foil to the standard methods of an enemy to foil Oath. The trick to understanding Fourth Edition is that while group A abilities are more 'constant' you can build a party around complimentary group B1 abilities and that group will steamroll most encounters that group A might have trouble with. So to say that Group A abilities are more powerful than Group B1 abilities is a fallacy; Even a Ranger depends on a B1 ability to function on a basic level. (The enemy closest to you is the only one you can slap a Quarry on) [/QUOTE]
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Avenger, the headache class?
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