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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="Hambot" data-source="post: 4317883" data-attributes="member: 61484"><p>For balance it is far better to start the wizard off weak, then release utility powers here and there to give them a balanced level of versatility. Like those illusion powers they just put up the other day on the website - those suddenly make the wizard feel like a controller rather than a blaster.</p><p></p><p>I have no problem with them starting off conservatively with the wizard, then dialing up the power a little as required. Better that than 3.0 where they were released as hasted broken spell spitting maniacs, prompting a 3.5 release. Skills are far more useful now, with the possible exception of streetwise. So every class can do something useful out of combat, even though the balance isn't perfect.</p><p></p><p>Considering how limited space was in the initial book, I feel it is designed to get new players up and running and having fun in the traditional roles, where one guy specialized a bit more out of combat, while others focused on combat effectiveness. Many non combat martial utility powers may have been shunted to the martial power sourcebook, and I expect to see far more sophisticated wizard builds become possible after they get a splat.</p><p></p><p>Demanding perfect balance in and out of combat is a big ask, because the Wizards fantasy roots lie in making the impossible happen - that's all sorts of useful outside of combat. That will eventually eclipse the awesomeness of the skills as they stand.</p><p></p><p>And even if it was in perfect equilibrium, it would be in a groups best interest to break that balance anyway by having some PC's specialise in combat feats, while another couple work on the non combat areas, rather than everybody trying to generalise. This makes it easy for a party of standard PC's thrown together to work effectively as a team, where everybody has their area of specialty outside of combat, even thoug the rogue gets a bigger slice of pie. The line is very blurry - if everybody gets a disease in combat, then the person with heal or endurance is critical to party survival and the value of that skill can get the party to civilisation before they all succumb - If you are useful less often, but vital when you are useful, isn't that another form of balance?</p></blockquote><p></p>
[QUOTE="Hambot, post: 4317883, member: 61484"] For balance it is far better to start the wizard off weak, then release utility powers here and there to give them a balanced level of versatility. Like those illusion powers they just put up the other day on the website - those suddenly make the wizard feel like a controller rather than a blaster. I have no problem with them starting off conservatively with the wizard, then dialing up the power a little as required. Better that than 3.0 where they were released as hasted broken spell spitting maniacs, prompting a 3.5 release. Skills are far more useful now, with the possible exception of streetwise. So every class can do something useful out of combat, even though the balance isn't perfect. Considering how limited space was in the initial book, I feel it is designed to get new players up and running and having fun in the traditional roles, where one guy specialized a bit more out of combat, while others focused on combat effectiveness. Many non combat martial utility powers may have been shunted to the martial power sourcebook, and I expect to see far more sophisticated wizard builds become possible after they get a splat. Demanding perfect balance in and out of combat is a big ask, because the Wizards fantasy roots lie in making the impossible happen - that's all sorts of useful outside of combat. That will eventually eclipse the awesomeness of the skills as they stand. And even if it was in perfect equilibrium, it would be in a groups best interest to break that balance anyway by having some PC's specialise in combat feats, while another couple work on the non combat areas, rather than everybody trying to generalise. This makes it easy for a party of standard PC's thrown together to work effectively as a team, where everybody has their area of specialty outside of combat, even thoug the rogue gets a bigger slice of pie. The line is very blurry - if everybody gets a disease in combat, then the person with heal or endurance is critical to party survival and the value of that skill can get the party to civilisation before they all succumb - If you are useful less often, but vital when you are useful, isn't that another form of balance? [/QUOTE]
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combat/non-combat abilities: how is it balanced?
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