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General Tabletop Discussion
*Pathfinder & Starfinder
Balance throughout the game line?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6280340" data-attributes="member: 1165"><p>It's not that balanced to begin with, and the extra books made it worse.</p><p></p><p>Many of the newer options are actually weak at first glance (the witch, for instance, is weaker than the wizard) but turn out not to be, or at least are frustrating to have at the table. (The witch will almost certainly take Sleep Hex. No Hit Dice cap, no Spell Resistance, and can keep casting. It' s not necessarily nastier than wizard tricks, but will frustrate the DM.)</p><p></p><p>The summoner is really unbalanced. It's taking a problematic issue (action economy) and breaking it wide open. The synthesist is technically weaker (not breaking the action economy), but results in unstoppable melee characters. Worse, it is the most poorly-written and confusing set of rules you will ever see in Pathfinder, so the player will inevitably get it wrong, assuming the player isn't attempting to abuse the game or the DM's lack of knowledge. Most ways of dealing with a synth within the rules require you to deliberately single out the synth.</p><p></p><p>Recently Crane Style feats got nerfed because you could create a monk (usually) who could not be killed. The monk couldn't attack, since using the feat required using Total Defense. Alas, if anyone attacked the monk, the monk could counterattack with no real penalties. So what? Why not just ignore the guy who isn't attacking you? Because with a dollop of Enlarge Person, the monk could entirely fill a doorway. Dungeon encounters become very difficult for the DM. (Recall how good monks are at not getting killed by magic.) The fighting style could be dealt with by changing every encounter to deal with it. Every opponent needed multiple attacks and/or lots of reach. Look at feats!</p><p></p><p>There's a lot of broken archetypes, new classes (eg alchemist) that give new bonus types, new classes (eg gunslinger) that don't use the same rules as other characters and range from broken in specific circumstances to just plain broken depending on things such as what guns and ammunition types are available to them... speaking of which, if you absolutely have to have a gunslinger in your game, read the errata for weapon cords and link your player to them.</p><p></p><p>There's lots of broken stuff in splatbooks salted in with the good. If you're just starting to DM Pathfinder, stick to the core rules for your first campaign. Sure there's broken cheese there too, but there's less of it to look at.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6280340, member: 1165"] It's not that balanced to begin with, and the extra books made it worse. Many of the newer options are actually weak at first glance (the witch, for instance, is weaker than the wizard) but turn out not to be, or at least are frustrating to have at the table. (The witch will almost certainly take Sleep Hex. No Hit Dice cap, no Spell Resistance, and can keep casting. It' s not necessarily nastier than wizard tricks, but will frustrate the DM.) The summoner is really unbalanced. It's taking a problematic issue (action economy) and breaking it wide open. The synthesist is technically weaker (not breaking the action economy), but results in unstoppable melee characters. Worse, it is the most poorly-written and confusing set of rules you will ever see in Pathfinder, so the player will inevitably get it wrong, assuming the player isn't attempting to abuse the game or the DM's lack of knowledge. Most ways of dealing with a synth within the rules require you to deliberately single out the synth. Recently Crane Style feats got nerfed because you could create a monk (usually) who could not be killed. The monk couldn't attack, since using the feat required using Total Defense. Alas, if anyone attacked the monk, the monk could counterattack with no real penalties. So what? Why not just ignore the guy who isn't attacking you? Because with a dollop of Enlarge Person, the monk could entirely fill a doorway. Dungeon encounters become very difficult for the DM. (Recall how good monks are at not getting killed by magic.) The fighting style could be dealt with by changing every encounter to deal with it. Every opponent needed multiple attacks and/or lots of reach. Look at feats! There's a lot of broken archetypes, new classes (eg alchemist) that give new bonus types, new classes (eg gunslinger) that don't use the same rules as other characters and range from broken in specific circumstances to just plain broken depending on things such as what guns and ammunition types are available to them... speaking of which, if you absolutely have to have a gunslinger in your game, read the errata for weapon cords and link your player to them. There's lots of broken stuff in splatbooks salted in with the good. If you're just starting to DM Pathfinder, stick to the core rules for your first campaign. Sure there's broken cheese there too, but there's less of it to look at. [/QUOTE]
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