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General Tabletop Discussion
*Pathfinder & Starfinder
Class Balance - why?
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<blockquote data-quote="SlyDoubt" data-source="post: 5785161" data-attributes="member: 6667337"><p>Yes so when you design for one system it doesn't necessarily work as well in the other.</p><p></p><p>Things that work in 4E don't work in 3.X. Things that work in 3.X don't work in 4E. That's how it is. But 5E is a new edition and is specifically about distilling things down and allowing for flexibility.</p><p></p><p>How will the important ideas learned across so many years be integrated? I have a hard time believing <em>everything</em> will be modular. They need some kind of baseline for organized play and without a baseline it would be difficult to introduce new players to the game.</p><p></p><p>I imagine a number of specifics will be 'core'. How magic functions will be one of them I believe. Also how classes function. So how can this be avoided while still satisfying both camps? How can magic be kept nearly limitless and yet not make the fighter annoyed?</p><p></p><p>My guess is some kind of package system that allows for customizing to the extreme but you can still choose from a number of pre-builts instead. The pre-builts being designed around each other to be very balanced as far as damage and utility, skills, etc. While the larger system which the pre-builts fit into is very open as far as potential power level and spell usage.</p></blockquote><p></p>
[QUOTE="SlyDoubt, post: 5785161, member: 6667337"] Yes so when you design for one system it doesn't necessarily work as well in the other. Things that work in 4E don't work in 3.X. Things that work in 3.X don't work in 4E. That's how it is. But 5E is a new edition and is specifically about distilling things down and allowing for flexibility. How will the important ideas learned across so many years be integrated? I have a hard time believing [I]everything[/I] will be modular. They need some kind of baseline for organized play and without a baseline it would be difficult to introduce new players to the game. I imagine a number of specifics will be 'core'. How magic functions will be one of them I believe. Also how classes function. So how can this be avoided while still satisfying both camps? How can magic be kept nearly limitless and yet not make the fighter annoyed? My guess is some kind of package system that allows for customizing to the extreme but you can still choose from a number of pre-builts instead. The pre-builts being designed around each other to be very balanced as far as damage and utility, skills, etc. While the larger system which the pre-builts fit into is very open as far as potential power level and spell usage. [/QUOTE]
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Class Balance - why?
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