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General Tabletop Discussion
*Pathfinder & Starfinder
Core classes. How are they balanced?
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<blockquote data-quote="Kaisoku" data-source="post: 4356236" data-attributes="member: 58447"><p>Given enough time, and possibly a bit of cash, the Wizard would be able to defeat pretty much any other party member.</p><p></p><p>Then again, if anyone gets the jump on him he's probably toast (unless he had a contingent backup for just such an eventuality).</p><p></p><p>As for actual hard coded "how are divine spells lesser than arcane spells"?</p><p></p><p>DMG 3.5, pg 35-36 "Damage Caps for Spells"</p><p></p><p>Clerics are a full step behind in assumed damage capability from their spells. They shouldn't even have a multi-target spell at 1st level according to the DMG.</p><p></p><p>These are the rules to adjudicate what to allow for creating new spells. If you have spells from sources that breaks this damage cap situation, or breaks the other rules listed before this section (Wizards should have the largest selection of boom spells, etc), then it's going against the core balance of the game.</p><p></p><p>I personally have never seen the spells from Magic of Faerun, and similar things. It's possible they break this (surprise, surprise), in which case the problem is the add-ons, not the core rules themselves.</p><p></p><p></p><p></p><p>Finally, the game was balanced with players fighting similar targets, not against each other. When playing against each other, it's going against the core intention of the game rules... balance wasn't created through a grand PVP experience. In fact, balance was specifically designed around fighting similar enemies in a vaccuum.</p><p></p><p>Even then, the game wasn't that balanced to begin with (Fighter v Wizard), but still... the intention of the game design is different from what you intend to do, so you'll have to expect very large sweeping changes if you intend to make everyone "equal".</p><p></p><p>I think you might be better served trying to set up a "Rock, Paper Scissors" situation, where every class/role has it's person he can kill easily, and person that easily kills him.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 4356236, member: 58447"] Given enough time, and possibly a bit of cash, the Wizard would be able to defeat pretty much any other party member. Then again, if anyone gets the jump on him he's probably toast (unless he had a contingent backup for just such an eventuality). As for actual hard coded "how are divine spells lesser than arcane spells"? DMG 3.5, pg 35-36 "Damage Caps for Spells" Clerics are a full step behind in assumed damage capability from their spells. They shouldn't even have a multi-target spell at 1st level according to the DMG. These are the rules to adjudicate what to allow for creating new spells. If you have spells from sources that breaks this damage cap situation, or breaks the other rules listed before this section (Wizards should have the largest selection of boom spells, etc), then it's going against the core balance of the game. I personally have never seen the spells from Magic of Faerun, and similar things. It's possible they break this (surprise, surprise), in which case the problem is the add-ons, not the core rules themselves. Finally, the game was balanced with players fighting similar targets, not against each other. When playing against each other, it's going against the core intention of the game rules... balance wasn't created through a grand PVP experience. In fact, balance was specifically designed around fighting similar enemies in a vaccuum. Even then, the game wasn't that balanced to begin with (Fighter v Wizard), but still... the intention of the game design is different from what you intend to do, so you'll have to expect very large sweeping changes if you intend to make everyone "equal". I think you might be better served trying to set up a "Rock, Paper Scissors" situation, where every class/role has it's person he can kill easily, and person that easily kills him. [/QUOTE]
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Core classes. How are they balanced?
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