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General Tabletop Discussion
*Pathfinder & Starfinder
Balance Meter - allowing flavorful imbalance in a balanced game
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5827135" data-attributes="member: 5143"><p>Having to be good at combat makes the system broken? Just don't use those powers ever if you really want to be bad at combat...Not sure why that makes it broken.</p><p></p><p>You can have as many rituals as you can afford to put into your Ritual book. The DM can give you as many of these to start with as he wants to, just like spells in previous editions. And you start with a couple by default. Just like spells from previous editions.</p><p></p><p>Choice is bad for balance. You want to give SOME choice...but too much and you end up with a character doing 15d6 damage to 10 enemies in the same group with the one doing 1d6 damage to one enemy. You end up with the guy who has +45 in a skill in the same group as the one who has -1. You end up with the guy who can control the minds of 30 people for a month straight in the same group as the guy who ask nicely for favors(with the -1 in his diplomacy skill).</p><p></p><p>It's good to have choice and a bit of variation to differentiate different classes and different archetypes...but that variation needs to be within a fairly narrow range to avoid situations where one character is exponentially better than another.</p><p></p><p>This is especially true when new players come along. They might look at the list of feats and say "I want to be good at craft(pottery), since I used to do that for a living. Also, I want to be good at dancing, because that's a hobby of mine, I'll take skill focus in both of them." Then, it isn't until later that they find out that all characters do 1d6 damage unless they take the feat that increases that do 10d6, and they all have no bonuses to hit unless they take the feat that gives them +10 to hit.</p><p></p><p>Then they find out that the game is mostly combat based and they spend most of the combats reading through a book and waiting for their turn to attack, knowing they are going to miss anyways.</p><p></p><p>I'd prefer a system that lets you choose. But makes sure you have a minimum skill that is at least useful in every category, even if you don't choose it.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5827135, member: 5143"] Having to be good at combat makes the system broken? Just don't use those powers ever if you really want to be bad at combat...Not sure why that makes it broken. You can have as many rituals as you can afford to put into your Ritual book. The DM can give you as many of these to start with as he wants to, just like spells in previous editions. And you start with a couple by default. Just like spells from previous editions. Choice is bad for balance. You want to give SOME choice...but too much and you end up with a character doing 15d6 damage to 10 enemies in the same group with the one doing 1d6 damage to one enemy. You end up with the guy who has +45 in a skill in the same group as the one who has -1. You end up with the guy who can control the minds of 30 people for a month straight in the same group as the guy who ask nicely for favors(with the -1 in his diplomacy skill). It's good to have choice and a bit of variation to differentiate different classes and different archetypes...but that variation needs to be within a fairly narrow range to avoid situations where one character is exponentially better than another. This is especially true when new players come along. They might look at the list of feats and say "I want to be good at craft(pottery), since I used to do that for a living. Also, I want to be good at dancing, because that's a hobby of mine, I'll take skill focus in both of them." Then, it isn't until later that they find out that all characters do 1d6 damage unless they take the feat that increases that do 10d6, and they all have no bonuses to hit unless they take the feat that gives them +10 to hit. Then they find out that the game is mostly combat based and they spend most of the combats reading through a book and waiting for their turn to attack, knowing they are going to miss anyways. I'd prefer a system that lets you choose. But makes sure you have a minimum skill that is at least useful in every category, even if you don't choose it. [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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