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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: 4369301" data-attributes="member: 48520"><p>Nice opinion. I wasn't whining though.</p><p></p><p>Balance is in the hands of a DM by either stacking the cards against a class to play down their strengths(which is a pain in the ass in a freeform game), or by changing the mechanics to be more balanced, and then having less mid-game tweaking to do.</p><p></p><p>I was looking for tips on <u><em><strong>HOW</strong></em></u> to adjust it. a few people were helpful, and most were just useless in the help category, telling me to wing it to compensate for bad class design. which I gather is what youre also telling me to do. What you describe as whining is me actually pointing out the validity of my claims, by providing evidence to back it up.</p><p></p><p>Additionally I was pointing out why in a freeform game having classes be closer together in relative power level is more important then the standard dungeon delve - which not everyone wants to play.</p><p></p><p>So: can one run the game in a way to compensate for the places Wizards did a <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=":)" /><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=":)" /> job designing? yes. Do alot of DMs play that way? yes. Would I rather have a more level playing field, particularly because it's harder to fudge it when the players don't face monsters, or when the players face npcs with class levels? absolutely.</p><p></p><p>Anyways. I got what I was looking for, and will proceed to revise the cleric into a class that I could actually :let: players play in a freeform game where I <u>dont</u> make their decisions for their characters and have them put up with those decisions.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4369301, member: 48520"] Nice opinion. I wasn't whining though. Balance is in the hands of a DM by either stacking the cards against a class to play down their strengths(which is a pain in the ass in a freeform game), or by changing the mechanics to be more balanced, and then having less mid-game tweaking to do. I was looking for tips on [U][I][B]HOW[/B][/I][/U] to adjust it. a few people were helpful, and most were just useless in the help category, telling me to wing it to compensate for bad class design. which I gather is what youre also telling me to do. What you describe as whining is me actually pointing out the validity of my claims, by providing evidence to back it up. Additionally I was pointing out why in a freeform game having classes be closer together in relative power level is more important then the standard dungeon delve - which not everyone wants to play. So: can one run the game in a way to compensate for the places Wizards did a :):):):):):) job designing? yes. Do alot of DMs play that way? yes. Would I rather have a more level playing field, particularly because it's harder to fudge it when the players don't face monsters, or when the players face npcs with class levels? absolutely. Anyways. I got what I was looking for, and will proceed to revise the cleric into a class that I could actually :let: players play in a freeform game where I [U]dont[/U] make their decisions for their characters and have them put up with those decisions. [/QUOTE]
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