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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="hanez" data-source="post: 5836896" data-attributes="member: 82160"><p>Ok now we're pretty close to agreement. I agree the adventure certainly had that problem, I went through H1-H3 (and kept going), foolishly thinking they were going to be great. So I know exactly what your talking about this. I would add that the presentation of the content in the PH are also a problem, it seems more like a rulebook then previous edtions. I know most will disagree, but I'm a big fan of fluff mixing INTO powers. </p><p></p><p>Lastly, and Im sure this is where we differ, I think some of the monotony and focus on balance in the classes is telling us "to play thrash metal" where thrash metal is the type of tactile combat play that H1-H3 was geared for. In my POV, more balance is required in a combat heavy tactical game, in my different type of rock (lets call it folk), I think it is much more valuable to have powers that are NOT siloed between the pillars, and an emphasis on fantastic powers that are mechanically different to give as much flavor to the players. I think the fact that in the PH all classes could only use the same amount of powers in the same format (will, encounter, daily) indicates a preference to thrash metal. I think both styles require balance, just thrash probably requires a bit more fine tuned balance then folk does. I see their move away from strict will, encounter, daily powers in Essential is an attempt to welcome other styles.</p></blockquote><p></p>
[QUOTE="hanez, post: 5836896, member: 82160"] Ok now we're pretty close to agreement. I agree the adventure certainly had that problem, I went through H1-H3 (and kept going), foolishly thinking they were going to be great. So I know exactly what your talking about this. I would add that the presentation of the content in the PH are also a problem, it seems more like a rulebook then previous edtions. I know most will disagree, but I'm a big fan of fluff mixing INTO powers. Lastly, and Im sure this is where we differ, I think some of the monotony and focus on balance in the classes is telling us "to play thrash metal" where thrash metal is the type of tactile combat play that H1-H3 was geared for. In my POV, more balance is required in a combat heavy tactical game, in my different type of rock (lets call it folk), I think it is much more valuable to have powers that are NOT siloed between the pillars, and an emphasis on fantastic powers that are mechanically different to give as much flavor to the players. I think the fact that in the PH all classes could only use the same amount of powers in the same format (will, encounter, daily) indicates a preference to thrash metal. I think both styles require balance, just thrash probably requires a bit more fine tuned balance then folk does. I see their move away from strict will, encounter, daily powers in Essential is an attempt to welcome other styles. [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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