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Community
General Tabletop Discussion
*Pathfinder & Starfinder
combat/non-combat abilities: how is it balanced?
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<blockquote data-quote="Maximillian" data-source="post: 4317662" data-attributes="member: 9471"><p>Man, that is some seriously healthy discussion right there.</p><p></p><p>While I'm in agreement that the non-combat abilities of the classes aren't balanced against one-another, I don't think that WotC was trying to use combat power as a balance against them.</p><p></p><p>The wizard has low hit points and bad AC because his role is to deal damage to a number of targets at once. Only this class can do so every round. The wizard routinely deals damage comparable to that of a leader or a defender to multiple combatants, whereas the other two mentioned roles only deal it to one enemy with most powers. He does deal less damage than a striker, but if you add up all the damage he can put out in one turn, it's greater. (I'm not doing math here, I <em>think</em> that's common sense. Feel free to demonstrate my wrongness there.)</p><p></p><p>All the roles combat powers and class features feel fairly internally consistent ot me. They were balanced this way to encourage party tactics and relying on your fellow adventurers, not to offset skills and rituals. I haven't played more than a dozen encounters, though, and none of them higher than 3rd level yet, so it's possible this is "new edition smell."</p><p></p><p>You're absolutely right, though, that it's ridiculous for classes to have to give up combat power (feats) to acquire non-combat power. I have in the back of my mind that skills and rituals for each class should be balanced against each other, regardless of combat power. Say, 6 trained skills for classes that don't get ritual caster as a bonus feat, and 3 for those that do. Something would have to be done about the wizard gaining bonus rituals, of course. </p><p></p><p>I wonder about the combat utility of skills, though, such as avoiding diseases with Endurance, or becoming more mobile with Jump. It's hard to completely divorce the two.</p></blockquote><p></p>
[QUOTE="Maximillian, post: 4317662, member: 9471"] Man, that is some seriously healthy discussion right there. While I'm in agreement that the non-combat abilities of the classes aren't balanced against one-another, I don't think that WotC was trying to use combat power as a balance against them. The wizard has low hit points and bad AC because his role is to deal damage to a number of targets at once. Only this class can do so every round. The wizard routinely deals damage comparable to that of a leader or a defender to multiple combatants, whereas the other two mentioned roles only deal it to one enemy with most powers. He does deal less damage than a striker, but if you add up all the damage he can put out in one turn, it's greater. (I'm not doing math here, I [i]think[/i] that's common sense. Feel free to demonstrate my wrongness there.) All the roles combat powers and class features feel fairly internally consistent ot me. They were balanced this way to encourage party tactics and relying on your fellow adventurers, not to offset skills and rituals. I haven't played more than a dozen encounters, though, and none of them higher than 3rd level yet, so it's possible this is "new edition smell." You're absolutely right, though, that it's ridiculous for classes to have to give up combat power (feats) to acquire non-combat power. I have in the back of my mind that skills and rituals for each class should be balanced against each other, regardless of combat power. Say, 6 trained skills for classes that don't get ritual caster as a bonus feat, and 3 for those that do. Something would have to be done about the wizard gaining bonus rituals, of course. I wonder about the combat utility of skills, though, such as avoiding diseases with Endurance, or becoming more mobile with Jump. It's hard to completely divorce the two. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
combat/non-combat abilities: how is it balanced?
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