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General Tabletop Discussion
*Pathfinder & Starfinder
Complex fighter pitfalls
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<blockquote data-quote="Kraydak" data-source="post: 5957360" data-attributes="member: 12306"><p>But the 1e (post UA, only post UA of course) experience is *very* different than the 3e/Pathfinder. It also mostly worked. That means that we aren't faced with an existential crisis, but only a balancing act, and there is prior work that gets it reasonably close. Focus on the stuff that worked, paying attention to the stuff that didn't only to learn what went wrong.</p><p></p><p>There are some possibly difficult to accept conclusions. Fighting- (not Fighter-) Clerics can't exist. If you want spell-casting, you can't also have Melee. So sorry. Play a Paladin instead. So weak/no self-buffing. Spells can't completely dominate combat, which mean that rounds-to-kill have to be low enough that Save-or-Sucks aren't the be-all and end-all. Accordingly, monster hp have to be low, or Fighter damage output has to be high, choose a split. Spells have to fail more than they succeed (either that or not do very much in the first place). Saves have to increase faster than the save DCs, so design in not-too-effective-but-effective-enough-that-the-wizard-doesn't-go-crazy effects for when (not if) the target saves.</p><p></p><p>In addition, if at all possible, find *some* out-of-combat utility for the Fighter. In 3e terms, that would be giving the Fighter the second-best skill points and the second best class skill list. The Ranger and the Barbarian after all get some utility from Class abilities.</p><p></p><p>It is a simple list of prescriptions.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 5957360, member: 12306"] But the 1e (post UA, only post UA of course) experience is *very* different than the 3e/Pathfinder. It also mostly worked. That means that we aren't faced with an existential crisis, but only a balancing act, and there is prior work that gets it reasonably close. Focus on the stuff that worked, paying attention to the stuff that didn't only to learn what went wrong. There are some possibly difficult to accept conclusions. Fighting- (not Fighter-) Clerics can't exist. If you want spell-casting, you can't also have Melee. So sorry. Play a Paladin instead. So weak/no self-buffing. Spells can't completely dominate combat, which mean that rounds-to-kill have to be low enough that Save-or-Sucks aren't the be-all and end-all. Accordingly, monster hp have to be low, or Fighter damage output has to be high, choose a split. Spells have to fail more than they succeed (either that or not do very much in the first place). Saves have to increase faster than the save DCs, so design in not-too-effective-but-effective-enough-that-the-wizard-doesn't-go-crazy effects for when (not if) the target saves. In addition, if at all possible, find *some* out-of-combat utility for the Fighter. In 3e terms, that would be giving the Fighter the second-best skill points and the second best class skill list. The Ranger and the Barbarian after all get some utility from Class abilities. It is a simple list of prescriptions. [/QUOTE]
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