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General Tabletop Discussion
*Pathfinder & Starfinder
Balance vs. Diversity
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<blockquote data-quote="Andur" data-source="post: 4095691" data-attributes="member: 27898"><p>Pretty it much looks like each class has its own "Primary Attribute", which will dictate the majority of the effectiveness in combat for that class. However, all the other abilities are able to be put in any order the player wishes. Thus the charming fighter is now a viable option. Likewise, since it appears that either feats or weapons themselves allow for Dex mods instead of Str mods, one can build a "quick" fighter over a "bash" fighter with equal effectiveness. (Though I do remember that Fighters were assumed to be in Heavy Armour, and that it would require a house rule to "equal" them in AC if they wore light or none).</p><p></p><p>As far as powers/abilities whatever, I think we will see that the distinctions will mean more as our knowledge increases. A 1d10 hit from a Mace is not necessarily the same as a 1d10 hit from an arrow, fire, radiant, etc. By offering more situational options which are still balanced with each other if not "standard" options, you create even more options. Want a fighter who is from the frigid north and is awesome "on ice", it would appear you can have it. The "ice fighter" would still have a similiar selection of "standard" abilities as everyone else, but in "ice" situations he gets more options than other characters. (OK, maybe I should have used ranger as an example instead)</p><p></p><p>One has to remember that in an exception based rule system, the number of potential options is near limitless. Even getting to the point of "creating" an exception based condition is pretty high on the option scale. Just as a brief example:</p><p></p><p>You get one standard action per round.</p><p>Exceptions:</p><p>Use an action point.</p><p>Triggered ability when adjacent foe is struck by an ally.</p><p>Adjacent foe is bloodied.</p><p>You crit a foe.</p><p>Foe is stunned/blinded/etc.</p><p>Foe moves away from you.</p><p>etc.</p><p></p><p>There are 6 exceptions to that one rule, of which there are at least 6 different ways that any of the exceptions can be triggered, and who knows what exceptions will be triggered upon the completion of the excepted action...</p></blockquote><p></p>
[QUOTE="Andur, post: 4095691, member: 27898"] Pretty it much looks like each class has its own "Primary Attribute", which will dictate the majority of the effectiveness in combat for that class. However, all the other abilities are able to be put in any order the player wishes. Thus the charming fighter is now a viable option. Likewise, since it appears that either feats or weapons themselves allow for Dex mods instead of Str mods, one can build a "quick" fighter over a "bash" fighter with equal effectiveness. (Though I do remember that Fighters were assumed to be in Heavy Armour, and that it would require a house rule to "equal" them in AC if they wore light or none). As far as powers/abilities whatever, I think we will see that the distinctions will mean more as our knowledge increases. A 1d10 hit from a Mace is not necessarily the same as a 1d10 hit from an arrow, fire, radiant, etc. By offering more situational options which are still balanced with each other if not "standard" options, you create even more options. Want a fighter who is from the frigid north and is awesome "on ice", it would appear you can have it. The "ice fighter" would still have a similiar selection of "standard" abilities as everyone else, but in "ice" situations he gets more options than other characters. (OK, maybe I should have used ranger as an example instead) One has to remember that in an exception based rule system, the number of potential options is near limitless. Even getting to the point of "creating" an exception based condition is pretty high on the option scale. Just as a brief example: You get one standard action per round. Exceptions: Use an action point. Triggered ability when adjacent foe is struck by an ally. Adjacent foe is bloodied. You crit a foe. Foe is stunned/blinded/etc. Foe moves away from you. etc. There are 6 exceptions to that one rule, of which there are at least 6 different ways that any of the exceptions can be triggered, and who knows what exceptions will be triggered upon the completion of the excepted action... [/QUOTE]
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Balance vs. Diversity
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