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General Tabletop Discussion
*Pathfinder & Starfinder
Core classes. How are they balanced?
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<blockquote data-quote="Sylrae" data-source="post: 4350980" data-attributes="member: 48520"><p>Your solution is a possible solution, I agree. But in a freeform game where the players are not forced to work as a single entity, and pvp and playerkills are an occasional but acceptable happening over different motives, then having the druid and cleric better isnt a great idea.</p><p></p><p>fudging things to make a class seem better against npcs is one thing. but when you seriously have to consider the possibility of the players turning on eachother, or just not helping eachother in some crucial moment, then you have to consider the balance of the mechanics.</p><p></p><p>I'm not saying they shouldn't have attack spells, or have clearly defined roles, actually the narrowly defined roles are one of the biggest things that turn me off from 4e. I'm just saying that if their casting is as good as a wizard's (which it pretty much is, a wizard gets more choice, but can't repick every day, and only has the spells in his book to pick from instead of having ALL the spells) then why do they get all that extra stuff on top?</p><p></p><p>the better stats, ability to function in better gear, all those other class abilities. shouldnt they be giving up some of their wizardly power for all that? instead of just layering it all on top?</p><p></p><p>or if you think the cleric and druid are closely balanced in power to the fighter and rogue and all hat, then that means the wizard and sorcerer are totally lax. so in that case shouldnt the arcane casters have all sorts of extra <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> layered on them too? <== I dont think this, just presenting the other POV. I think the cleric and druid need powering down, not the wizard powering up.</p><p></p><p>I wasnt sure whethr it should be in house rules or here, cause i needed to make sure the issue was real and it wasnt all in my head. still though, if anyone can help me with this, it would be incredibly helpful. it'll be a good change from my current solution : no clerics allowed, and giving the wizard the healing spells... druids, well, i havent really tried disallowing them, but i dont want to have to.</p><p></p><p>-wisdom based wizards</p><p>-many cleric spells become arcane spells that any arcane casters can take</p><p>-turn undead is a feat anyone can have</p><p></p><p>that has worked so far, but if i can *fix* the class so its viable it may be better.</p><p></p><p>!! maybe thats the solution for the cleric!</p><p></p><p>make them just a isdom based wizard with the cleric spell list and turn undead!</p><p>then I could maybe give them a few more spells and some small extras to make up for the missing feats. what do you guys think?</p><p></p><p>as for the druid, I think it needs to be tougher than a wizard, how do we make it compensate?</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4350980, member: 48520"] Your solution is a possible solution, I agree. But in a freeform game where the players are not forced to work as a single entity, and pvp and playerkills are an occasional but acceptable happening over different motives, then having the druid and cleric better isnt a great idea. fudging things to make a class seem better against npcs is one thing. but when you seriously have to consider the possibility of the players turning on eachother, or just not helping eachother in some crucial moment, then you have to consider the balance of the mechanics. I'm not saying they shouldn't have attack spells, or have clearly defined roles, actually the narrowly defined roles are one of the biggest things that turn me off from 4e. I'm just saying that if their casting is as good as a wizard's (which it pretty much is, a wizard gets more choice, but can't repick every day, and only has the spells in his book to pick from instead of having ALL the spells) then why do they get all that extra stuff on top? the better stats, ability to function in better gear, all those other class abilities. shouldnt they be giving up some of their wizardly power for all that? instead of just layering it all on top? or if you think the cleric and druid are closely balanced in power to the fighter and rogue and all hat, then that means the wizard and sorcerer are totally lax. so in that case shouldnt the arcane casters have all sorts of extra :):):):) layered on them too? <== I dont think this, just presenting the other POV. I think the cleric and druid need powering down, not the wizard powering up. I wasnt sure whethr it should be in house rules or here, cause i needed to make sure the issue was real and it wasnt all in my head. still though, if anyone can help me with this, it would be incredibly helpful. it'll be a good change from my current solution : no clerics allowed, and giving the wizard the healing spells... druids, well, i havent really tried disallowing them, but i dont want to have to. -wisdom based wizards -many cleric spells become arcane spells that any arcane casters can take -turn undead is a feat anyone can have that has worked so far, but if i can *fix* the class so its viable it may be better. !! maybe thats the solution for the cleric! make them just a isdom based wizard with the cleric spell list and turn undead! then I could maybe give them a few more spells and some small extras to make up for the missing feats. what do you guys think? as for the druid, I think it needs to be tougher than a wizard, how do we make it compensate? [/QUOTE]
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