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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="Rhenny" data-source="post: 5832170" data-attributes="member: 18333"><p>I agree with hanez about the differentiation of classes. D&D classes must be given unique mechanics to make them interesting. I think that's one reason why some people argue that 4e classes play too similarly (each class using "powers" pretty much the same way). The classes and races to some extent) in 4e that people like to play most seem to be the ones with unique mechanics or at least powers that give the PC a way to do something differently.</p><p></p><p>Looking back to original and basic D&D, each class had charts that defined specific actions for the class (i.e., spells per day, turning undead, thieving abilities, etc.). There was clear differentiation because each PC was a master in one specific field - without skill checks and skills this was even more apparent.</p><p></p><p>I'm not arguing that we should have charts to determine actions. That would be too cumbersome, and it would slow down play. Nor am I arguing against skill checks and cross-class skills. But I do see how the clearly differentiated mechanics make each class seem so different. Different mechanics do help players imagine and play the class with more gusto.</p><p></p><p>For that matter, different hit points, different armor/ac, and different to hit scores also helps to make each class play uniquely. (This may be too obvious, but I had to write it).</p><p></p><p>I wish I knew how to make sure that this unique feeling is a part of every class in 5e, but I'm not sure how. It may just begin with making sure that weapon combat is different from spell casting.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 5832170, member: 18333"] I agree with hanez about the differentiation of classes. D&D classes must be given unique mechanics to make them interesting. I think that's one reason why some people argue that 4e classes play too similarly (each class using "powers" pretty much the same way). The classes and races to some extent) in 4e that people like to play most seem to be the ones with unique mechanics or at least powers that give the PC a way to do something differently. Looking back to original and basic D&D, each class had charts that defined specific actions for the class (i.e., spells per day, turning undead, thieving abilities, etc.). There was clear differentiation because each PC was a master in one specific field - without skill checks and skills this was even more apparent. I'm not arguing that we should have charts to determine actions. That would be too cumbersome, and it would slow down play. Nor am I arguing against skill checks and cross-class skills. But I do see how the clearly differentiated mechanics make each class seem so different. Different mechanics do help players imagine and play the class with more gusto. For that matter, different hit points, different armor/ac, and different to hit scores also helps to make each class play uniquely. (This may be too obvious, but I had to write it). I wish I knew how to make sure that this unique feeling is a part of every class in 5e, but I'm not sure how. It may just begin with making sure that weapon combat is different from spell casting. [/QUOTE]
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Community
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Balance Meter - allowing flavorful imbalance in a balanced game
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