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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: 4360557" data-attributes="member: 48520"><p>While I wholeheartedly agree with the above in roleplay becoming more important, you seem to want to deter the players from acting independently. That's exactly what I want to avoid. I'm all for them working together, but I don't really *make* the players follow a set course once I have the game going and they are comfortable in it. They decide where the plot is going. I might set the actions of the NPCs, but they decide (individually, not necessarily as a group) what their motives are, where their alliances lie, and what their goals and aspirations are. Which means, they don't have to be the heroes. They don't have to be the villains, they can be neither, they can be both at different times, or different players could be different things at the same time. That's the *point*.</p><p></p><p>I push them in certain directions, but that hopefully only lasts a couple sessions, until they decide what it is they want to do with their character. </p><p></p><p>I dont want to be forcing them along any particular path. If they want to save women and children and puppies, thats fine. if they decide to be twisted bastards, and kill men and sell women and kids ino slavery who am I to stop them. I mean, I'm the cops/guards, and the adventurers that want to take down the evildoers(who are in this case the players), but I'm not going to slap them with divine intervention. And if one of the players is playing with morals and another isn't, then whatever results from that results from that.</p><p></p><p>I have run 'good' campaigns, and I have run 'evil' campaigns. 80% of the time I prefer to let the players play how they want, and I just control the world theyre in. Players occasionally get executed for their crimes, that's life. </p><p></p><p>The freeform-ness, is part of the reason why I think it matters if the players have access to more or less powerful classes. They may not work together.</p><p></p><p>And even if they do work together, its rare that they make well rounded groups. the "Fighter, Wizard, Rogue, Cleric" has nevr happened in one of my games. I've seen "Fighter, Rogue, Scout, Swashbuckler", "Cleric, Cleric, Cleric, Rogue" and a number of other things. Especially if you look at all the splats that players have used in my games over the past 8 years. And even when they have a bunch of clerics, you're expected to take care of yourself. The cleric isn't going to take time to buff or heal you unless youre about to die. and even then, he's likely only going to try to heal you once in a while. Players always stock up on potions, and potions are very common finds in my games - alot of the time theyre just considered alchemical, not magical, and they cost about half what they do in the dmg and whatnot. Also, there are potions for all the cure spells, even above the max level you can supposedly get potions in. I had to do that, because as I said, they dont heal eachother, and there often IS no healer.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4360557, member: 48520"] While I wholeheartedly agree with the above in roleplay becoming more important, you seem to want to deter the players from acting independently. That's exactly what I want to avoid. I'm all for them working together, but I don't really *make* the players follow a set course once I have the game going and they are comfortable in it. They decide where the plot is going. I might set the actions of the NPCs, but they decide (individually, not necessarily as a group) what their motives are, where their alliances lie, and what their goals and aspirations are. Which means, they don't have to be the heroes. They don't have to be the villains, they can be neither, they can be both at different times, or different players could be different things at the same time. That's the *point*. I push them in certain directions, but that hopefully only lasts a couple sessions, until they decide what it is they want to do with their character. I dont want to be forcing them along any particular path. If they want to save women and children and puppies, thats fine. if they decide to be twisted bastards, and kill men and sell women and kids ino slavery who am I to stop them. I mean, I'm the cops/guards, and the adventurers that want to take down the evildoers(who are in this case the players), but I'm not going to slap them with divine intervention. And if one of the players is playing with morals and another isn't, then whatever results from that results from that. I have run 'good' campaigns, and I have run 'evil' campaigns. 80% of the time I prefer to let the players play how they want, and I just control the world theyre in. Players occasionally get executed for their crimes, that's life. The freeform-ness, is part of the reason why I think it matters if the players have access to more or less powerful classes. They may not work together. And even if they do work together, its rare that they make well rounded groups. the "Fighter, Wizard, Rogue, Cleric" has nevr happened in one of my games. I've seen "Fighter, Rogue, Scout, Swashbuckler", "Cleric, Cleric, Cleric, Rogue" and a number of other things. Especially if you look at all the splats that players have used in my games over the past 8 years. And even when they have a bunch of clerics, you're expected to take care of yourself. The cleric isn't going to take time to buff or heal you unless youre about to die. and even then, he's likely only going to try to heal you once in a while. Players always stock up on potions, and potions are very common finds in my games - alot of the time theyre just considered alchemical, not magical, and they cost about half what they do in the dmg and whatnot. Also, there are potions for all the cure spells, even above the max level you can supposedly get potions in. I had to do that, because as I said, they dont heal eachother, and there often IS no healer. [/QUOTE]
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