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General Tabletop Discussion
*Pathfinder & Starfinder
Balancing New Classes
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<blockquote data-quote="pyrogod" data-source="post: 4400613" data-attributes="member: 68393"><p>I generally compare every power and ability level by level with similar classes. So, I compare my At-Wills for a Striker with the Rogue, Ranger, and Warlock At-wills (and on occasion the other classes as well).</p><p></p><p>In terms of class design I look for the following (not in order of importance):</p><p>1. Does the class accurately reflect the designed role (is the defender good at absorbing damage and protecting others)?</p><p>2. Does the class have a consistent flavor?</p><p>3. Does the class have consistent and unique mechanics? If the Ice Witch gets a renamed Stinking Cloud, renamed Fireball, renamed etc, you could trivially finish that project in a few paragraphs. This isn't to say you cannot reflavor any abilities. Sometimes an existing power perfectly captures the mechanic you want and just needs a reflavor (see my Necromancer's Weaken Legs hex, which is 90% similar mechanically to Ray of Frost).</p><p>4. Does the class have approximately the same combat viability as other classes?</p><p>5. Does the class have the same out of combat viability?</p><p></p><p>So, when designed an Arcane Defender, you really should attempt to make a class that is equally as good as a Paladin or Fighter, but plays radically different and has a fresh flavor. Considering you are moving from Martial to Arcane with the powerset, I think at least the latter part should be fairly easy.</p><p></p><p>To give another example of my thinking, I am designing a Striker called the Black Blooded. The general concept of this class, among others, is that it very heavily interacts with the bloodied mechanic. I gave it an ability similar to every other striker for once per round bonus damage (Sneak Attack, Curse, Quarry) against a bloodied target. To balance it, I used the rogue's damage template as opposed to the Ranger or Warlock's because it is not voluntary or easy to apply like Quarry or Curse are.</p><p></p><p>I haven't completed the full class, but I do strongly believe this mechanic will work, as it has been balanced against existing mechanics, and yet has different metagame implications (a rogue wants to attack a target it has combat advantage is, so positioning and stealth is key. A Black Blooded wants to attack weakened opponents, so they will attempt to manuveur towards powerful but highly damaged opponents and eviscerate them).</p></blockquote><p></p>
[QUOTE="pyrogod, post: 4400613, member: 68393"] I generally compare every power and ability level by level with similar classes. So, I compare my At-Wills for a Striker with the Rogue, Ranger, and Warlock At-wills (and on occasion the other classes as well). In terms of class design I look for the following (not in order of importance): 1. Does the class accurately reflect the designed role (is the defender good at absorbing damage and protecting others)? 2. Does the class have a consistent flavor? 3. Does the class have consistent and unique mechanics? If the Ice Witch gets a renamed Stinking Cloud, renamed Fireball, renamed etc, you could trivially finish that project in a few paragraphs. This isn't to say you cannot reflavor any abilities. Sometimes an existing power perfectly captures the mechanic you want and just needs a reflavor (see my Necromancer's Weaken Legs hex, which is 90% similar mechanically to Ray of Frost). 4. Does the class have approximately the same combat viability as other classes? 5. Does the class have the same out of combat viability? So, when designed an Arcane Defender, you really should attempt to make a class that is equally as good as a Paladin or Fighter, but plays radically different and has a fresh flavor. Considering you are moving from Martial to Arcane with the powerset, I think at least the latter part should be fairly easy. To give another example of my thinking, I am designing a Striker called the Black Blooded. The general concept of this class, among others, is that it very heavily interacts with the bloodied mechanic. I gave it an ability similar to every other striker for once per round bonus damage (Sneak Attack, Curse, Quarry) against a bloodied target. To balance it, I used the rogue's damage template as opposed to the Ranger or Warlock's because it is not voluntary or easy to apply like Quarry or Curse are. I haven't completed the full class, but I do strongly believe this mechanic will work, as it has been balanced against existing mechanics, and yet has different metagame implications (a rogue wants to attack a target it has combat advantage is, so positioning and stealth is key. A Black Blooded wants to attack weakened opponents, so they will attempt to manuveur towards powerful but highly damaged opponents and eviscerate them). [/QUOTE]
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