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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: 5832327" data-attributes="member: 87792"><p>This I literally do not understand.</p><p></p><p>The first tabletop roleplaying game I got into was GURPS. Classless. </p><p></p><p>I played Cyberpunk 2020 long before I played D&D - and each class in Cyberpunk has one single specialist skill that makes it different. That is all. And that was more than enough to differentiate a Rocker from a Corp or a Solo from a Techie. </p><p></p><p>In Leverage, there are five classes - Grifter, Hitter, Hacker, Mastermind, Thief. And literally the only mechanical difference between them is that the Hitter puts d10 into Hitter and then allocates d8, d6, d4, and d4 one each to the other four roles - while the Thief puts d10 into Thief and allocates the other dice to the other four roles.</p><p></p><p>Spirit of the Century is again classless. But the PCs really stand out. And my current WFRP game you can easily tell who's who despite careers rather than classes.</p><p></p><p>What is it about <em>Dungeons and Dragons</em> that needs completely different mechanics for different classes?</p><p></p><p></p><p></p><p>Human is the most popular race. And fighter the most popular class. WoTC released that much from their stats on the online character builder. Which would both tend to challenge your thesis. The ones <em>talked about</em> most are those that are inherently interesting rather than inherently flexible - but that is IME a reactive issue due to people erroneously claiming that all characters are the same.</p><p></p><p>To me a thief rolling percentile dice when a fighter rolls a stat check to climb a wall or a fighter rolling to hit when a wizard's target rolls to save is a distinction without a difference. On the other hand a wizard being able to create a small fireball with the ease a fighter swings his sword is a significant difference. And I just don't see the reverse point of view.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5832327, member: 87792"] This I literally do not understand. The first tabletop roleplaying game I got into was GURPS. Classless. I played Cyberpunk 2020 long before I played D&D - and each class in Cyberpunk has one single specialist skill that makes it different. That is all. And that was more than enough to differentiate a Rocker from a Corp or a Solo from a Techie. In Leverage, there are five classes - Grifter, Hitter, Hacker, Mastermind, Thief. And literally the only mechanical difference between them is that the Hitter puts d10 into Hitter and then allocates d8, d6, d4, and d4 one each to the other four roles - while the Thief puts d10 into Thief and allocates the other dice to the other four roles. Spirit of the Century is again classless. But the PCs really stand out. And my current WFRP game you can easily tell who's who despite careers rather than classes. What is it about [I]Dungeons and Dragons[/I] that needs completely different mechanics for different classes? Human is the most popular race. And fighter the most popular class. WoTC released that much from their stats on the online character builder. Which would both tend to challenge your thesis. The ones [I]talked about[/I] most are those that are inherently interesting rather than inherently flexible - but that is IME a reactive issue due to people erroneously claiming that all characters are the same. To me a thief rolling percentile dice when a fighter rolls a stat check to climb a wall or a fighter rolling to hit when a wizard's target rolls to save is a distinction without a difference. On the other hand a wizard being able to create a small fireball with the ease a fighter swings his sword is a significant difference. And I just don't see the reverse point of view. [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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