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General Tabletop Discussion
*Pathfinder & Starfinder
Class Balance - why?
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<blockquote data-quote="Deadboy" data-source="post: 5781243" data-attributes="member: 61779"><p> <ul> <li data-xf-list-type="ul"></li> </ul><p>But the thing is, what you're describing is 4e and balanced classes, not earlier editions. In earlier editions (particularly 3.x as the problems with balance in 1e/2e only really crop up at highest levels, it's:</p><p></p><p>Let the Wizard cast Tenser's Transformation, Enlarge, Stoneskin and/or various other buffs and be an unstoppable brute everyone runs from.</p><p></p><p>Let the Wizard cast Improved Invisibility and have adventures where he says "well I just killed everyone in the keep before they knew we were even here, guess we can just walk to the treasure."</p><p></p><p>Let the Wizard rain fire from the skies and raise armies.</p><p></p><p>AND let Wizards have different areas to shine in noncombat too with their big spellbook full of "I Win" buttons!</p><p></p><p>The problem is 3.x turned Wizards into Gods who can do everything cause magic, and everyone else into mundane schlubs who can't keep up. There's enough different myth (CuCulain, Beowulf) and modern pop references (God of War) to suggest that choosing Fighter or Rogue as your class shouldn't necessarily mean "can never do anything beyond what a medieval soldier could do." In 1e/2e, high level spells eventually made Wizards the most powerful but it wasn't THAT bad, because fighters had better saves, better non-weapon proficiences and more attacks. 3.x took ALL of that away and gave the fighters feats. It wasn't a fair trade.</p></blockquote><p></p>
[QUOTE="Deadboy, post: 5781243, member: 61779"] [LIST] [/LIST] But the thing is, what you're describing is 4e and balanced classes, not earlier editions. In earlier editions (particularly 3.x as the problems with balance in 1e/2e only really crop up at highest levels, it's: Let the Wizard cast Tenser's Transformation, Enlarge, Stoneskin and/or various other buffs and be an unstoppable brute everyone runs from. Let the Wizard cast Improved Invisibility and have adventures where he says "well I just killed everyone in the keep before they knew we were even here, guess we can just walk to the treasure." Let the Wizard rain fire from the skies and raise armies. AND let Wizards have different areas to shine in noncombat too with their big spellbook full of "I Win" buttons! The problem is 3.x turned Wizards into Gods who can do everything cause magic, and everyone else into mundane schlubs who can't keep up. There's enough different myth (CuCulain, Beowulf) and modern pop references (God of War) to suggest that choosing Fighter or Rogue as your class shouldn't necessarily mean "can never do anything beyond what a medieval soldier could do." In 1e/2e, high level spells eventually made Wizards the most powerful but it wasn't THAT bad, because fighters had better saves, better non-weapon proficiences and more attacks. 3.x took ALL of that away and gave the fighters feats. It wasn't a fair trade. [/QUOTE]
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Class Balance - why?
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