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*Pathfinder & Starfinder
Book of Nine Swords -- okay?
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<blockquote data-quote="Solarious" data-source="post: 3060764" data-attributes="member: 27346"><p>Thurbane, it's difficult to tell. It depends on what kind of supplements you bring in, what classes you talk about, and especially how many supplements you introduce. Without more information, and which classes are being compared to which, there is no way to answer your question. That being said, CoDzilla is perfectly capable of holding their own... but it is entirely possible to crush a pure core Codzilla under the weight of the Law of Unintended Consequences (which states that all splatbooks are subject to reinterpetation, obliteration of the spirit of the rules, and their combined material stacking in Unintended manners not unlike mixing barrels of nitro with a hot flame). Another factor is preperation time: all divine classes have aces in triplicate in the buffing department, and seriously skews power comparisons.</p><p></p><p>Keep in mind that the real power of the core classes is that all supplements, by design and neccessity, have to include material that caters to the core classes. Of course, they benefit the most from the Law of Unintended Consequences, since there is more material for the home team than anything else.</p><p></p><p></p><p>Please. Johnny will try to enter combat with a few protective measures whenever possible. The most effective of these is miss chances... because they all have the same effect regardless of your AC. <em>Mirror Image</em>, <em>Displacement</em>, <em>Improved Mirror Image</em> (from the PHBII), and (Improved) <em>Invisibility</em> to name a few. These spells work the numbers against their opponents, and you don't need too much time in order to back off and throw out enough high damage spells, a save-or-die, or a disabling spell that shuts the danger switch off. Besides, every mage worth their salt will have <em>Dimention Door</em> for a fast retreat as resources allow, and most will also have alternate methods of movement, such as the ubiquitous <em>Fly</em>. This is why initiative is so important at high levels: the first to act will have the first chance to start throwing out those save-or-dies at the most critical targets.</p><p></p><p>And as perviously stated, hp matters much less when you are either alive or dead (effectively), and AC really is trivial when touch is the most important AC of all.</p></blockquote><p></p>
[QUOTE="Solarious, post: 3060764, member: 27346"] Thurbane, it's difficult to tell. It depends on what kind of supplements you bring in, what classes you talk about, and especially how many supplements you introduce. Without more information, and which classes are being compared to which, there is no way to answer your question. That being said, CoDzilla is perfectly capable of holding their own... but it is entirely possible to crush a pure core Codzilla under the weight of the Law of Unintended Consequences (which states that all splatbooks are subject to reinterpetation, obliteration of the spirit of the rules, and their combined material stacking in Unintended manners not unlike mixing barrels of nitro with a hot flame). Another factor is preperation time: all divine classes have aces in triplicate in the buffing department, and seriously skews power comparisons. Keep in mind that the real power of the core classes is that all supplements, by design and neccessity, have to include material that caters to the core classes. Of course, they benefit the most from the Law of Unintended Consequences, since there is more material for the home team than anything else. Please. Johnny will try to enter combat with a few protective measures whenever possible. The most effective of these is miss chances... because they all have the same effect regardless of your AC. [i]Mirror Image[/i], [i]Displacement[/i], [i]Improved Mirror Image[/i] (from the PHBII), and (Improved) [i]Invisibility[/i] to name a few. These spells work the numbers against their opponents, and you don't need too much time in order to back off and throw out enough high damage spells, a save-or-die, or a disabling spell that shuts the danger switch off. Besides, every mage worth their salt will have [i]Dimention Door[/i] for a fast retreat as resources allow, and most will also have alternate methods of movement, such as the ubiquitous [i]Fly[/i]. This is why initiative is so important at high levels: the first to act will have the first chance to start throwing out those save-or-dies at the most critical targets. And as perviously stated, hp matters much less when you are either alive or dead (effectively), and AC really is trivial when touch is the most important AC of all. [/QUOTE]
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