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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="Neonchameleon" data-source="post: 5831628" data-attributes="member: 87792"><p>And mine is that good and evil by the definitions made little sense, and I don't see separate subsystems in 3.X, merely separate classes. There is only one serious separate subsystem - spellcasting. And that's not a separate subsystem - it's a subsystem that belongs to half the classes in the game meaning that the effect is "You must be this tall to ride". If you choose to pick a non-caster, you're locked out of about half the PHB.</p><p></p><p>If you want different mechanics for different things, it can work well - as in Feng Shui - but not as a class by class thing as it pretty much is in 3.X. In Feng Shui you have two types of special ability - Chi and "Gun Fu" - Chi's on a power point spell system and Gun Fu is more or less a feat system. But the thing about the separate specialties here is that <em>everyone can use both</em>. It's just very distinctive which you are using. And there's none of the "You need to be this tall to use this subsystem". An Old Master can spend XP on a gun schtick (and some of them work without guns) and Rambo can spend his XP on fu schticks (but doesn't have much chi to spend so should choose them wisely). It's class based, and has separate mechanics - but isn't confining.</p><p></p><p>(And yes, I only mentioned combat. That's because Feng Shui is a game <em>about</em> combat - it's an RPG for Hong Kong Martial Arts Movies.)</p><p></p><p></p><p></p><p>Agreed.</p><p></p><p></p><p></p><p>But what defines "Better fighter than a fighter"?</p><p></p><p></p><p></p><p>That wasn't the major problem. The major problem was that scaling was broken sideways so you <em>really</em> had to try at higher levels if you wanted a chance at resisting. Save or Die is for another time (I dislike it). But a wizard's attack against will scaled at close to a cleric's will defence as they both leveled up. The fighter's will defence started as poor and then got left in the dust.</p><p></p><p></p><p></p><p>You mean the wizard, not the fighter. But the problem was that the wizard didn't lose other power. He lost other power <em>that day</em>. And this is another problem with the wizard. Give him time and he's incredibly scary.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5831628, member: 87792"] And mine is that good and evil by the definitions made little sense, and I don't see separate subsystems in 3.X, merely separate classes. There is only one serious separate subsystem - spellcasting. And that's not a separate subsystem - it's a subsystem that belongs to half the classes in the game meaning that the effect is "You must be this tall to ride". If you choose to pick a non-caster, you're locked out of about half the PHB. If you want different mechanics for different things, it can work well - as in Feng Shui - but not as a class by class thing as it pretty much is in 3.X. In Feng Shui you have two types of special ability - Chi and "Gun Fu" - Chi's on a power point spell system and Gun Fu is more or less a feat system. But the thing about the separate specialties here is that [I]everyone can use both[/I]. It's just very distinctive which you are using. And there's none of the "You need to be this tall to use this subsystem". An Old Master can spend XP on a gun schtick (and some of them work without guns) and Rambo can spend his XP on fu schticks (but doesn't have much chi to spend so should choose them wisely). It's class based, and has separate mechanics - but isn't confining. (And yes, I only mentioned combat. That's because Feng Shui is a game [I]about[/I] combat - it's an RPG for Hong Kong Martial Arts Movies.) Agreed. But what defines "Better fighter than a fighter"? That wasn't the major problem. The major problem was that scaling was broken sideways so you [I]really[/I] had to try at higher levels if you wanted a chance at resisting. Save or Die is for another time (I dislike it). But a wizard's attack against will scaled at close to a cleric's will defence as they both leveled up. The fighter's will defence started as poor and then got left in the dust. You mean the wizard, not the fighter. But the problem was that the wizard didn't lose other power. He lost other power [I]that day[/I]. And this is another problem with the wizard. Give him time and he's incredibly scary. [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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