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General Tabletop Discussion
*Pathfinder & Starfinder
Classes ... Much Less Flexible than Advertised
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<blockquote data-quote="Danzauker" data-source="post: 4072725" data-attributes="member: 1929"><p>I really think must of the problems people see in the 4e Rogue are based on specilation without sufficient data.</p><p></p><p>I think the Rogue as posted in the preview as a sort of "vanilla" Rogue.</p><p></p><p>Only few weapons listed? Well, I'm more than sure that there are lots of feats to add other weapons to that list.</p><p></p><p>Sneak damage is low? OK, there will be powers, talent trees or whatchamacallits to bump the damage or do more interesting things via sneak attack (blind, paralyze, disarm...).</p><p></p><p>Thievery as a mandatory skill? Since there are less skills now and broader in scope I guess that now into thievery are folded other skills and mechanics like Find Traps, Disable Device, Sleight of Hands and others that fill nice in the Rogue niche. Not just Pickpockets.</p><p></p><p>That said, I don't really get the "Build angst", too.</p><p></p><p>In 2e there were kits, that were OPTIONAL packages that one could take to customize his character at creation time. In 3e we had prestige classes, that one could use to customize his character after some levels.</p><p></p><p>In 4e it seems we have the best of both worlds with builds and paragon paths.</p><p></p><p>Since they are optional, I don't see what's wrong in them. Basically, they look like "menu of the day" vs. "a la carte" ordering at a restaurant.</p><p></p><p>Plus they seem to make an easy way for some customizing of classes in campaigns. Once the books are available with all the power and feat lists, I guess it will be easy to design some new builds to fit our campaign worlds. I think it will not be long since someone makes up a ninja build or a pirate build.</p><p></p><p>Heck, I'm already thinking of how I can make an Athasian bard build for my Dark Sun campaign (since bards in Dark Sun are not arcane casters, I guess it's just matter of making up some music related and poison using powers)!</p></blockquote><p></p>
[QUOTE="Danzauker, post: 4072725, member: 1929"] I really think must of the problems people see in the 4e Rogue are based on specilation without sufficient data. I think the Rogue as posted in the preview as a sort of "vanilla" Rogue. Only few weapons listed? Well, I'm more than sure that there are lots of feats to add other weapons to that list. Sneak damage is low? OK, there will be powers, talent trees or whatchamacallits to bump the damage or do more interesting things via sneak attack (blind, paralyze, disarm...). Thievery as a mandatory skill? Since there are less skills now and broader in scope I guess that now into thievery are folded other skills and mechanics like Find Traps, Disable Device, Sleight of Hands and others that fill nice in the Rogue niche. Not just Pickpockets. That said, I don't really get the "Build angst", too. In 2e there were kits, that were OPTIONAL packages that one could take to customize his character at creation time. In 3e we had prestige classes, that one could use to customize his character after some levels. In 4e it seems we have the best of both worlds with builds and paragon paths. Since they are optional, I don't see what's wrong in them. Basically, they look like "menu of the day" vs. "a la carte" ordering at a restaurant. Plus they seem to make an easy way for some customizing of classes in campaigns. Once the books are available with all the power and feat lists, I guess it will be easy to design some new builds to fit our campaign worlds. I think it will not be long since someone makes up a ninja build or a pirate build. Heck, I'm already thinking of how I can make an Athasian bard build for my Dark Sun campaign (since bards in Dark Sun are not arcane casters, I guess it's just matter of making up some music related and poison using powers)! [/QUOTE]
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Classes ... Much Less Flexible than Advertised
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