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*Pathfinder & Starfinder
Classes ... Much Less Flexible than Advertised
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<blockquote data-quote="FireLance" data-source="post: 4072936" data-attributes="member: 3424"><p>In the case of the rogue, the key complaints seem to be:</p><p></p><p>1. Inability to trade off combat ability for non-combat ability</p><p>2. Restricted skill choices</p><p>3. Equipment restrictions</p><p></p><p>The first I see as a design philosophy. Whether you agree with it or not, the game is set up so that heroic characters are not allowed to be ineffective combatants unless the player deliberately chooses not to fight well.</p><p></p><p>I agree that the second is a restriction. However, I see it is a restriction that helps newer players (by making some decisions for them) and is trivially easy for experienced players to relax if they want to. </p><p></p><p>As for the third, the key issue will be how important equipment (or being a rogue) is for your character concept. In some cases, e.g. using a rapier instead of a short sword, wearing chain armor, or sneak attacking with a two-handed weapon, there may be mechanical advantages that should be paid for with feats or other opportunity costs. In some cases, e.g. dealing significant damage at range, you may need to use a crossbow instead of a bow, or play a ranger instead. Some restrictions do look odd because there do not appear to be any mechanical advantages or niche protection - dealing significant damage with a club or sap, for example. Still, I'm prepared to wait and see whether these concerns are addressed in the actual 4e rules.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4072936, member: 3424"] In the case of the rogue, the key complaints seem to be: 1. Inability to trade off combat ability for non-combat ability 2. Restricted skill choices 3. Equipment restrictions The first I see as a design philosophy. Whether you agree with it or not, the game is set up so that heroic characters are not allowed to be ineffective combatants unless the player deliberately chooses not to fight well. I agree that the second is a restriction. However, I see it is a restriction that helps newer players (by making some decisions for them) and is trivially easy for experienced players to relax if they want to. As for the third, the key issue will be how important equipment (or being a rogue) is for your character concept. In some cases, e.g. using a rapier instead of a short sword, wearing chain armor, or sneak attacking with a two-handed weapon, there may be mechanical advantages that should be paid for with feats or other opportunity costs. In some cases, e.g. dealing significant damage at range, you may need to use a crossbow instead of a bow, or play a ranger instead. Some restrictions do look odd because there do not appear to be any mechanical advantages or niche protection - dealing significant damage with a club or sap, for example. Still, I'm prepared to wait and see whether these concerns are addressed in the actual 4e rules. [/QUOTE]
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